Hello there,
My group ran the Acropolis of the thrallkeepers during the last game session and they played it pretty badly. they let the wizzard alone on the lower level with 2 red mantis assassins. It happended what should have happened. They found the wiz'body 5 rounds later. So they are now thinking about going back to Kaer maga and visit the temple of Pharasma (one player is a cleric of this god) to get it back alive. They also asked help to the new friend , the shadow count Sial. This one cannot cast resurection yet but he is able call a plannar ally who could - an efreet. my main question is: do you think he will do it ? and at what price ? will the efreet agreed ? and at what price ?
hi there!
I just started to play the 4th book of CotKT and I decided to adapt some of the NPC with the new classes recently added in the playtest material.
Moon Maiden -> hunter
thundercaller -> skald
BoneSlayer -> warpriest
so they are:
LYRUNE-QUAH MOON MAIDENS CR 5
XP 1600
Female Human (Shoanti) Hunter 6
NG Medium humanoid (human)
Init +1; Senses Perception +12
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 49 (6d8+18)
Fort +8, Ref +6, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 starknife +9 (1d4+4/×3) and
. . starknife +8 (1d4+3/×3)
Hunter Spells Prepared (CL 6th; concentration +8):
2nd (4/day)—aspect of the bear, barkskin, bull's strength, bear's endurance
1st (5/day)—expeditious excavation (DC 13), cure light wounds, call animal, cloak of shade (DC 13), deadeye's lore
0 (at will)—resistance, stabilize, purify food and drink (DC 12), detect magic, create water
--------------------
Statistics
--------------------
Str 16, Dex 12, Con 16, Int 8, Wis 15, Cha 10
Base Atk +4; CMB +7; CMD 18
Feats Coordinated Maneuvers, Pack Attack, Quick Draw, Stealthy, Totem Spirit - Lyrune-Quah (Moon Clan), Weapon Focus (starknife)
Skills Acrobatics +7, Climb +12, Escape Artist +3, Handle Animal +4, Heal +6, Perception +12, Stealth +11, Survival +11 (+14 to track)
Languages Common, Shoanti
SQ animal focus, animal focuses (wolf [10']), hunter tactics, precise companion, teamwork feat, track, wild empathy, woodland stride
Other Gear +1 Hide shirt, +1 Starknife, Starknife, Shoanti war paint (silver) (2)
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Animal Focus (6 minutes/day) (Su) At 1st level, a hunter can as a swift action take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day
Coordinated Maneuvers +2 to CMB if adj ally with same feat. More to escape a grapple.
Hunter Tactics (Ex) At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn't need to meet the prerequisites of these teamwork feats.
Pack Attack Ally's attack allows you to take a 5-foot step
Precise Companion (Ex) At 2nd level, a hunter can shoot or throw ranged weapons at an opponent engaged in melee with her animal companion without taking the standard -4 penalty on her attack roll. The penalty still applies if other creatures are engaged in melee with the o
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Teamwork Feat At 3rd level and every three levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus feat.
As a standard action, the hunter can cho
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wolf (10') (Su) The hunter or her animal companion gains the scent ability with a range of 10 feet (20 feet upwind, 5 feet downwind). The range of this sense increases to 20 feet (40 feet upwind, 10 feet downwind) at 8th level and 30 feet (60 feet upwind, 15 feet do
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Animal Companion
Wolf
N Medium animal
Init +3; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+3 Dex, +6 natural, +1 dodge)
hp 43 (+12)
Fort +7, Ref +8, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +7 (1d6+4/×2)
--------------------
Statistics
--------------------
Str 16, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +7; CMD 21 (25 vs. trip)
Feats Dodge, Mobility, Spring Attack
Skills Stealth +12; Racial Modifiers +4 to survival when tracking by scent
SQ animal focus, devotion, woodland stride
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Animal Focus (Su) At 1st level, a hunter can as a swift action take on the aspect of an animal. She must select one type of animal to emulate gaining a bonus or special ability based on the type of animal emulated. The hunter can use this ability for 1 minute per day
Devotion +4 (Ex) +4 Morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trip (Ex) You can make a trip attempt on a successful attack.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
SKLAR-QUAH THUNDERCALLERS CR 6
XP 2400
Human (Shoanti) Skald 7
N Medium humanoid (human)
Init +7; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 13 (+4 armor, +3 Dex)
hp 70 (7d8+35)
Fort +10, Ref +5, Will +8; +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 totem spear +10 (1d10+7/×3)
Skald Spells Known (CL 7th; concentration +10):
3rd (2/day)—cure serious wounds, haste
2nd (4/day)—rage, sound burst (DC 15), pyrotechnics (DC 15), mirror image
1st (5/day)—chord of shards (DC 14), expeditious retreat, cure light wounds, feather fall (DC 14), feather step (DC 14)
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 20, Int 10, Wis 8, Cha 16
Base Atk +5; CMB +9; CMD 21
Feats Combat Casting, Exotic Weapon Proficiency (totem spear), Improved Initiative, Intimidating Prowess, Iron Will, Scribe Scroll
Skills Acrobatics +13 (+20 to jump), Intimidate +15, Knowledge (history) +12, Perception +9, Perform (wind instruments) +10, Ride +10, Survival +5
Languages Common, Shoanti
SQ bardic knowledge, lore master, rage powers, rage powers (bestial leaper, raging leaper +7), raging song, spell kenning, well versed
Combat Gear Wand of cat's grace, Wand of cure light wounds, Barbarian chew; Other Gear +1 Hide shirt, +1 Totem spear, Shoanti war paint (green)
--------------------
Special Abilities
--------------------
Bardic Knowledge +3 (Ex) Add +3 to all knowledge skill checks.
Bestial Leaper (Ex) While raging, the barbarian can take a move action to move and can take her normal standard action at any point during the move. A barbarian must have the raging leaper rage power and be at least 6th level before selecting this rage power.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Rage Powers (Ex) Your rage powers affect those under your song.
Raging Leaper +7 (Ex) While raging, gain the listed enhancement bonus to Acrobatics to jump.
Raging Song (move action, +2 Str/Con, +2 Will, -1 AC) (12 rounds/day) (Su) Your song can inspire allies to rage.
Spell Kenning (1/day) (Su) Spend a skald spell to duplicate a bard, cleric, or sorcerer/wizard spell.
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects.
--------------------
SKOAN-QUAH BONESLAYERS CR 3
XP 800
Human (Shoanti) Warpriest 4
CN Medium humanoid (human)
Init +1; Senses Perception +5
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Defense
--------------------
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 30 (4d8+8)
Fort +6, Ref +2, Will +8
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork earth breaker +6 (2d6+3/×3)
Ranged masterwork composite longbow +7 (1d8+2/×3)
Special Attacks Channel Energy 1d6
Warpriest Spells Prepared (CL 4th; concentration +7):
2nd (2/day)—consecrate, gentle repose (DC 15)
1st (4/day)—hide from undead (DC 14), remove fear, detect undead, sanctuary (DC 14)
0 (at will)—purify food and drink (DC 13), detect magic, mending, create water
--------------------
Statistics
--------------------
Str 14, Dex 13, Con 14, Int 10, Wis 16, Cha 8
Base Atk +3; CMB +5; CMD 16
Feats Extra Channel, Far Shot, Point-Blank Shot, Totem Spirit - Lyrune-Quah (Moon Clan), Weapon Focus (longbow)
Skills Handle Animal +6, Heal +10, Knowledge (religion) +7, Perception +5, Spellcraft +4, Stealth +2, Survival +8
Languages Common, Shoanti
SQ aura, blessings, Fervor 1d6, gentle rest, Sacred Weapon +2, blessings (healing blessing, repose blessing), selfish healer, spontaneous casting
Combat Gear Potion of cure moderate wounds, Potion of delay poison, Potion of restoration, lesser; Other Gear Masterwork Hide shirt, Masterwork Composite longbow (Str +2), Masterwork Earth breaker, Shoanti war paint (white), Holy symbol, tattoo (????)
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Blessings (5/day) (Su) A warpriest’s deity influences his alignment, what magic he can perform, his values, and how others see him. Each warpriest can select two blessings from among those granted by his deity (each deity grants the blessings tied to its domains). A warpri
Far Shot Halve the range increment penalty for extended range.
Fervor 1d6 (2/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Gentle Rest (Su) Touched living foe is staggered 1 rd (3 rds if undead). Sleep if already staggered.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Sacred Weapon +2 (4 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Selfish Healer (Su) As a swift action, cast a prepared cure spell on self with no AoO.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Warpriest Channel Positive Energy 1d6 (3/day) (DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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For one of my next session (in the stairs below caer maga) I was thinking about some kind of mix between an hydra and a cloaker. Every head of the hydra is a cloaker that can engulf a prey and retract in the shadow. The body of the beast is smaller than the one of a classical hydra and it can spider-climb.
the beast is 5 headed. I was thinking about something around CR8 ?
AC 20, touch 11, flat-footed 15 (+3 Dex, +7 natural, -2 size)
HP 47 (5d10+20); fast healing 5
Fort +8, Ref +9, Will +5
Defensive Abilities shadow shift
OFFENSE
Speed 20 ft., climb 20 ft.
Melee 5 bites +8 (1d6+5)
Space 15 ft., Reach 15 ft.
Special Attacks engulf, moan
TACTICS
During Combat the hydracloaker try to engulf as many prey as possible and then withdraw in her lair to consume them.
STATISTICS
Str 21, Dex 16, Con 19, Int 14, Wis 15, Cha 14
Base Atk +5; CMB 10; CMD 25 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Lightning Reflexes
Skills Perception +11, Disguise +8, Stealth +8, Sense Motive +8, Climb +9, Escape Artist +8
Racial Modifiers +2 Perception
SQ hydra traits, regenerate head, spider-climb
ECOLOGY
Environment underground
Organization solitary
Treasure standard
SPECIAL ABILITIES
Fast Healing (Ex) A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body.
Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must make a sunder attempt with a slashing weapon targeting a head. A head is considered a separate weapon with hardness 0 and hit points equal to the hydra's HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, but takes no other penalties.
Regenerate Head (Ex) When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.
engulf (Ex) A head can try to wrap and lift a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. Attacks that hit an engulfing head deal half their damage to the monster and half to the trapped victim.
moan (Ex) the hydra can emit an infrasonic moan as a standard action, with one of four effects. Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates). Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. the hydra is immune to these sonic, mind-affecting attacks. A creature that successfully saves against the hydra's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that hydra for 24 hours. All of the save DCs against a hydra's moan are DC 15. Save DCs are Charisma-based.
Shadow Shift (Su) When in dim illumination, a hydra can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).
Multiple cloak-like heads rise from the sleek, lizard-like body of this terrifying monster.
You can make more powerful hydraCloakers by increasing their Hit Dice-each added HD increases the monster's statistics as appropriate, but also gives it one additional head and a +1 increase to its natural armor. The CR increases by +1 for each Hit Die it gains.
It is said that a bloodsoaking hydracloaker exist. Replace the 1d6 dmg by 1d4 CON damage for every engulfed creature. Increase the hydra's CR by 2
I was wondering if you are using their score as they are in the books or do you calculate their "race bonus" and then buy points like a PC would do ?
for exemple:
I built a half succubus-gargoyle by giving the half succubus template (from the demon revisited) to the gargoyle monster. she got Str 15, Dex 16, Con 20, Int 8, Wis 13, Cha 15. But I don't like her Int 8. It does not fit with the monster I had in mind.
I could also built her using the gargoyle race (described in the advanced race) augmented with the half succubus template. In that case, I could use these abilities adjustments: Str +2, Dex +2, Con +8, Int +0, Wis +0, Cha +6 and spend 15-20 pt to buy her abilities.
Do you customise the abilities of your monsters ? often ? never ? only for npc ?
BTW, the gargoyle race is weak in comparison with the gargoyle score. by the rules of the 3.5, the race adjustements should be Str +4, Dex +4, Con +6, Int -4, Wis +0, Cha -4
Hello there,
I'm running the CoCT AP with 6 players. They just finish the 3rd book and are moving to kaer Maga. I wanted to add some challenge during their journey and came up with an Half gargoyle - half succubus concept (from demon revisited).
The girl is quite a big bad girl imho. I really like her ability to turn back into stone with a man crushed between her arms... anyway, This monster is only a CR6 and She will not have a chance in front of the group. So I decided to give her some class level. But which one ?
any suggestion ?
for your information: here she is:
Gargoyle-Half succubus CR6
CE Medium outsider (earth, evil)
Init +7; Senses darkvision 60 ft.; Perception +1
DEFENSE
AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
HP 52 (5d10+25)
Fort +9, Ref +7, Will +5
DR 10/magic; Immune poison, acid, cold, electricity; SR 16; Resist fire 10
OFFENSE
Speed 40 ft., fly 80 ft. (good)
2 claws +7 (1d6+2), bite +7 (1d4+2), gore +7 (1d4+2)
Space 5 ft., Reach 5 ft.
Special Attacks passion, smite good,
Spell-Like Abilities darkness 3/day, detect thoughts,
STATISTICS
Str 15, Dex 16, Con 20, Int 8, Wis 13, Cha 15
Base Atk +5; CMB +7; CMD 20
Feats Improved Initiative, Hover, Skill Focus (Fly)
Skills Stealth +11, Perception +5, Fly +12
Racial Modifiers +2 Stealth (+6 in stony environs)
Languages Common, Terran
SQ freeze, change shape
I just got my copy of the Mythic adventure and quickly I had the feeling that this AP was almost a Mythic one.
Spoiler:
the epidemy is the perfect moment of the ascension.
the queen is definitively a mythic foe (and Rols might be one as well)
cindermaw is a mythic creature as well as the dark sphinx of the arkona's dungeon.
what do you think ?
what would be their new stats ?
I just downloaded my version of the Ultimate Campaign and the Downtime system puzzled me.
This chapter describes how a PC can spend his time between two adventures. One of these activities is to work using his skills.
For one day of skilled work: roll your skill check: this is what you earn in SP. So with a roll of 10 you get 1gp, and with a roll of 40 you get 4pg.
I when back to the Pathfinder Society field guide that proposed (on page 3) a Day job check rewards: the formula to approximate the table is gp = 0.0098 x DC exp 2.5924 . In other words with a roll of 10 you get 5 gp, and with a roll of 40 you earn 150pg !
4 vs 150 ?
how to explain such a difference ?
which system is the more balanced ?
note that a 5th lvl gnome alchemist can make several potions (with the proper tools and feats) on a working day and can earn much much more money than that.
hi there
I'm currently dming the CotCT campaing and my players walked through the 2 first books without almost any casualities. I'm not fond of killing PCs, but it seems a little bit too stressless for them. I see two resons for this : 1) the cartacters are strong 2) they are six and i'm alone.
Due to the 1st point, there are no risk when they deal with minions
and due to the second, they act 6times when the big bad guy act one.
The classical answer to a big group of character is to add "monsters", but I don't like that. It always looks "overcrowded" or "fake". moreover some BBG just came alone.
An other answer is to boost the monsters, more HP, more AC and so on... but it can lead to a fight where the pc touch only on 20+ and there is no more fun.
So I came to think about this: let the leader of the encounter act twice more often.
In that case, the BBG will act twice when they act 6times. I don't need to add monsters and I don't need to artificially increase his stats.
what do you think about ? did you ever try something like that ?
During our last game, the magus cast mirror image.
The bad vampire guy tried to take control on him. The player said: if its a "targeting spell" you first need to determine if it's me or one of my images...
It sounded silly to me as the attack was telepathic and there were only one mind among the magus (image+himself)
what do you think ?
btw I "rolled" for the magus but he succeded his Saving throw
So, 5 days after the start of the blood veil epidemy, the Cavalier contracted it. Too bad for him who have the best CON-based saves of the team (evil smile). Anyway, according to the queen's edict and his lawfull good alignement, he went to declare himself to the hospice of the blessed maiden. At that time they still had no clue that the doctors are not what they said they are.
And then, as a DM, what was supposed to do with him there?
here is how we played it: He wait on one bed of the hospice for half a day looking the doctors taking care of the patients. He also received a treatment (one injection) then, bored to wait and not convinced by what he was seeing around him, he used two of his second harrowing bonus to get his charisma back. He declared himseft cured thanks to the doctor's treatment and bluff his way out the hospice.
what next ? this is what I plan to do:
The doctor he bluffed alerted his boss. So they will send the gay maiden to the cavalier's address in order tobring him back to the hospice. The injection was not a treatment but a stronger version of the disease.
So my players quickly found (in two days after the visit to brienna) that the money could be the disease vector. so they asked Ishani from Abadar to cast a "detect disease" on the coins in the Vault. And, bingo ! some coins were contaminated. So they suggested him to melt and mint all the infected coins (and, of course to check the Vault every day).
I think that, this action should save a lot of people in the city... but how many ?
what do you think ?
(I don't know if this post should be here or in the Paizo product thread :-/)
So, In order to make my own treasure generator, I was compiling all the special material from the ultimate equipment and the shattered star AP (for the sky metals). I found some inconsitencies tha puzzled me.
for exemple:
a) why a mithral shield so expensive (+1500gp) ? it's 150% of the cost of a ligt armor. All the other special material shield cost are between 50% and 00% of the cost of a light armor.
b) what is the cost of an elysian bronze/fire-forged steel/bronze/horacalcum shield
c) shouldn't Noqual and Siccatite armor/weapon should gains the masterwork status ? They are expensive enough in comparison with all the other special material that give this status too.
d) How much cost an abysium armor ?
e) armor made in Griffon mane cost significantly less than cloak or other clothes. On the average the light armors wheight 15 lb and should cost 750gp in place of the 200gp suggested by the book
and so on...
suggestion to harmonize the cost: Use the same mechanism than Darkwood or Griffon mane ie set a basic cost + x per pound.
How do you manage the magical item that can be found in a city (typically xd4 minor, yd4 medium, zd4 major items) with the new subdivision in lesser and greater items ?
what is the meaning of 4d4 minor items in a city like Korvosa where one can found anything under 12 000 GP (as said in the player companion :varisia lang of legend) ?
Based on the new description of Korvosa (in the Pathfinder Companion - Varisia, Birthplace of Legends)the adventurer have 75% chance of finding any magical item that cost less than 12.800 gp. they also can find 4d4 minor items. how should I understand this last sentence ? Most of the minor items cost less than 12 kgp. Are those items produed in such quantity that they are always available ? (BTW, the tables in the new "ultimate equipment" book are not the easiest way to generate such "treasure")
hi there,
one of my player is a cavalier form the order of the seal. So far he knows nothing about the thread that is over Korvosa (they are lvl3) but his mission is to protect the city and more generaly the varisian area.
he never met his bosses so he knows nothing about his order...
what major faction in the world could be behind his order of the seal ?
I was thinking about the Mendev cruzader, but they are far from home in korvosa.
any suggestion ?
Hi there,
I just red the inner sea magic and was quite interrested in the different magic schools proposed (ie Academia, guild, secret order, monasteries). In order to use it in my campaign (Crimson Throne) I would need a new type of school: military college.
This is where I need you.
What should be the general bonus of such a school ?
What would be the specific description that couldfit to (for example) the Sable compagny ?
I tried to answer my first question based on the other kind of school.
trainee (5 Fame): access to the training ground and the armory. (?)
Soldier (20 Fame): Using military contacts, you can gain a 10% bonus on the amount of money you make selling armor and weapon items.
Officer (35 Fame): Gain leadership feat. (?)
General (50 Fame): You no longer need to pay tuition. Every time you would normally pay tuition, you instead earn that amount of gold as your salary.
I'm dming the curse of the crimson throne and deciced to use some houserules. Among those rules is the payment of gold to be able to level up.
One may ask why ? Imo that allow the players to be more involved in their background. PC need to find a master, they need to find proper time to study. At the end, it bound the pc to Korvosa, and it's good for the story.
Of course I increased the treasure to be found, still I don't know how much they should pay. 100po/lvl ?
BTW, I'm also using the ALTERNATIVE LEVEL ADVANCEMENT: THE STEP SYSTEM
By Sean K Reynolds. So the payment is only used by the end of the leveling process in order to actualy get the full level effectiveness (in other words, paying allow them to go from lvl 1abcd to lvl 2)
Hi there,
I guess, I'm not the only one to use a computer during my game session and everytime I want to show a picture to my player I had to turn my laptop taking care of not throwing stuff on the floor or worse.
So one of my player developped a small app that do only one thing (yet) send a screenshot to a webpage.
then, my players can have access to it through an ipad or my asus tablet (or any another web device) via the ip address of my computer.
yes it's basic
still it allow me to show them what I want them to see :-)
what is needed.
>on the server side
- a web server on the laptop : fo example apache or iis (I installed a light version of xampp)
- the ddshare.exe and DDshare.htm in the \xampp\htdocs\ folder
>on the users side.
- a web browser and your IP address. (for example http://192.168.1.2/DDshare.htm)
I didn't try it yet but it should also works with a shared dropbox folder, for exemple.
you will find the sofware here : http://dl.dropbox.com/u/14722510/DDshare.zip
how it works:
launch DDshare.exe
clic on capture to capture a new picture.
you can save it by clciking on the +
you can delete it by clicking on the -
select <new> to make a new screenshot
so you can prepare in advance a batch of pictures
the next version should include a masking system, and a "push" button to allow the DM to force the refresh of the users' browser.
Hi there,
I will start the CotCT this friday and I'm thinking about a little change in the relation between laam and Zelara.
spoiler:
Instead of her son, I will introduce Zelara's missing daughter. Zania is 17 and she was kidnapped by few men under Gaedren orders. In fact she was sold to the queen and became one of the first grey maiden. the queen's brooch was the price Gaedren got for the job (Zania and a couple of other girls). Unfortunately the process of becoming a gray maiden changed the girl in her very deep soul, and thus forbid her mother to find her using the harrow deck. The last tracks she found was leading to the old fishery...
Hello Paizo team.
I wondered if you ever thinked about a release of some of your biggest PDF (Master guide, player guide and monster manual) in a lower quality version ? the Ipad is unable to manage them :-/
hello folks,
I was looking at the new gamemastery guide and I found (page 211) a list of 100 city locations. Some of them are, of course, in the famous "build your kingdom" chapter, and some aren't.
Do you plan to give us their values ? Obviously the authors knew about the kingdom making (the settlement chapter is full of referencies about it)
(I think I should have start a new thread, so here it is)
Just like Rob did, I decided to make an excel sheet to manage our kingdom. there are 2 sheets. One with the kingdom (very similar to the one in the book) and one with the first city and 3 districts.
both are fully automated for bonus/malus coming from edicts, leaderships and buildings.
only the yellow cells need to be filled-in and voilà!