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Pathfinder Adventure Path Subscriber; Starfinder Superscriber. Organized Play Member. 256 posts (260 including aliases). 2 reviews. 2 lists. 1 wishlist. 2 Organized Play characters. 1 alias.


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Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I was thinking a campaign based on the Clint Eastwood movie, Hang 'Em High. The party will be a group of Marshals traveling to various communities in a newly colonized group of planets. They will be apprehending outlaws and trying transport them to court.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Luna eladrin wrote:
And another question: How did they get the hydras up the cliff? They can't fly, can they?

Wizard or the like cast Fly on them and they flew up.

Fly works on creature touched. It does not have to be humanoid.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
trellian wrote:

So they've finally found Aveshai and we're nearing the end of the road here..

Couple of questions, first, it says that the spears can be locked in place by someone with azlanti blood. How..? Is this automatic, or do they need to make a UMD check 35? And can the morlocks possibly count as having azlanti blood?

Secondly, I was considering having the Achievement Points go towards how many times the PCs can retreat and rest before the ritual being completed. Is the following too strict:

0 AP - 0 Rest
1-4 AP - 1 rest
5-10 AP - 2 rests
11-14 AP - 3 rests

They'll most likely have between 4 and 7 APs.

Well can the PCs do the DC 35 check? If so, let them roll and be dramatic, otherwise just let them use morlock blood.

For the second part, this seems very reasonable. When I ran, my players rested once.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Sounds like an epic battle Letomo. RPG are like that. A Boss Fight is often anticlimax, compared to some of the encounters before or after. Crafting encounters for your PCs, like you did with the Mirror Man often help out. Try doing the same for the next Boss Fight

One suggestion, if PCs are able to Talk / Sneak past an encounter, still give them the same experience. This will reward them for trying different options.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Letomo wrote:
Thank you! So, if I'm reading that right, if he wants to make the armor, he has to take Profession or Craft Armorsmithing, right?

Or he can just pay some one to do it. Just make him pay for masterwork armor and he supplies the hide

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Power attack, Sneak attack and Guns (only needing at touch attack) will out pace DR easily. Just let them wait, it will be fine

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Seraphimpunk wrote:

oh wow, thanks. wish i'd found that sooner.

i ended up showing the player's my own take on it, and making the inner grounds more a ring around the figure 8 parts.

final thumbnail wasn't too far off in the end i guess. i took the crescent shape a bit too literally.

That looks fine. Same idea, just different perspective.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

The Unchained book had a rule, I liked. It gave every PC 2 extra background skills. These could be used for Craft, Knowledge (a few), Profession, etc. These really help round out characters.

You can find the rules here:
Background skills and expanded uses

No reason, you cannot let your PC have more skills.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Pathfinder does not really lend itself to this type of play. The game is based around getting more powerful. This means getting better spells and abilities and getting better Gear. This way you can take on new and more challenging creatures. Making PCs pay to level up will completely through off this balance.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

One idea is have the Savagian Government be the Nazis. Being Chelish with racist tendencies to the natives; they are tailor made for this role. You can play up the big military camp they create and their stripping areas for knowledge of the city. However, behind the scenes it is a disguised Serpentfolk controlling them. Trying to secure the up city for his comrades in the city below. This way once Ydersius is restored, they have a base above group to expand.

Have them be the main antagonist until the Serpentfolk is revealing in AP4.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I believe, the only way this works is if you have "Grab" special ability from a Monk Archetype or Creature's natural attack.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
DoctorSix wrote:
Now, I'm considering what to do next. Part of me wants to be evil and have their former allies be raised as zombies along with the rest of the raiders, but I'm trying to stick to the campaign as written as much as possible and Rohkar just doesn't have the juice for that many zombies (his scroll of animate dead gets him 5, plus the 3 scrolls of lesser animate dead can get 3 more, and if I really wanted to, he could prepare lesser animate dead himself instead of all his 2nd level spells, but that's kinda pushing it).

You could have Rohkar raise the bodies and leave them at the Lodge. He could then make his way to Teb with his three frost skeletons. The party could encounter him after to lodge.

Also, I tend to let the party level as the AP suggest rather than try tracking exp for all the encounters. It makes my life easier and theirs.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

1. Rule wise, I would say acrobatics to jump onto the back and then a grapple to hold on.

2. No sneak attack since you do not threaten while grappled

3. Grapple check each round to stay holding on and a grapple by the large creature to reverse the grapple and throw him

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I am changing how the mark works. Instead of the Mark of the Black Rider, it is the mark of Baba Yaga. I used the character's backstories to insert an event where they were saved or helped by Baba Yaga (in disguise of course). During this event she marked each one. It remained dormant until the beginning of the campaign.

Once the PCs start meeting in Heldren, it starts to manifest. As the PCs meet, they had a prickly feeling on the back of their heads and followed by "snapping sound."

First, each PCs gets a modified "Know Direction." Basically, it gives each PC the ability to know the direction of each others once per day.

Once they meet the Black Rider, the +2 to an ability and Geas go into effect along with a arcane mark.

Later, I was going to let them teleport back to the Hut once per week as a group.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

It is long way. I forget off the top of my head.

My characters went to Katapesh. It was like 800 miles as the crow flies. It should have anything the PCs need.

Dark Archive

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Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Xelite wrote:

Name: Hester Kaleah

Race: Changeling
Classes/levels: Witch 7/Winter Witch 10/Archmage 1
Adventure: The Witch Queen's Revenge
Location: The Witch Queen's Kurgan - Inner Sanctum
Catalyst: The Fight for Golarion
The Gory Details:

EPIC! Thanks for sharing

Dark Archive

4 people marked this as a favorite.
Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Luckily most modern dungeons are inhabited by the furry dung beetle. This insect is only 1 inch long and flightless. It eats poop and pee. In turn many dungeon denizens eat the beetle, when adventures are in short supply.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Here is an outside sketch of the tower Here

Also a map is here

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Vjodlav wrote:
two of them (L/B paladin and N/B warpriest) decided to become prisoners into the fortress till the end of the siege. Meanwhile the other two (N/E) decided to flee to Malesingerd camp to help dragon army in the siege and take the two-headed eagle by force.

Well, quite a problem. What are the Paladins and Warpriest Plan? Just sit until when?

You don't need to do the Victory point setting. I would have the others help with the assault and try to infiltrate the castle and free the prisoners. After they succeed and leave with the bird, have the General of the White Dragon army betray them as written.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Seraphimpunk wrote:

there's no holding area / cells or anything. =/

Should I use one of the guest rooms? or the Kennels and have the troll keep an eye on them?

Kennels. Keep them cold and exposed. Not like anyone in the Pale Tower cares for them.

Maybe have Nadya and hatch sneak to the tower and spring them, if they cannot manage it themselves

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I placed order 3885417 for a Free booster of pathfinder minis from Humble Bundle on March 3rd. I request this be combined with Order 3862109, that I placed on 2/28/16. I have received the Pawns from Order 3862109, but not the booster from Order 3885417.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

There is also a spell Anthropomorphic animal it lasts hours per Caster Level and can be made permeant.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I think the rules for Fatigue and Exhausted are a good starting point. You subtract from your strength and dexterity and they prevent you from running and half your movement (for Exhausted). These both are a good start for a broken leg(s).

For a broken arm, you could just ignore the movement penalty and state the character can only attack with 1 handed weapon.

Depending on how cruel you wanted to be you could only allow these to be restored with regeneration or until they heal the ability point damage naturally.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
tom.zombie wrote:
How does the frightful presence aura work with a 27 hd chicken hut against the 14 hd frost giants? In general is it panicked for 4hd, frightened for 8hd, and shaken for 12hd? Does it work in reverse? Things 23hd and up are shaken, 19hd to 22hd are frightened, and 15hd to 18hd are panicked?

From the Universal monster rules: On a failed save, the opponent is shaken, or panicked if it has 4 Hit Dice or fewer.

The panic is only for creatures less then 5 HD. Any other creature under 26 HD is Shaken.

Dark Archive

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Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Thinking on this more. I food is control. It is how the Jadwiga stay in power. They have access to magic and magical items that allow them to grow and provide food to the 'masses.' If you cross them, you starve. If you are obedient, you get enough to stay alive and work. It is like water in the desert.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I feel there are lichen and moss that lives under all the snow. Elk, rabbits, and other herbivore dig for these and live off of it. These provide the basis for the Food Web.

Like many feudal society, only nobles and monsters can hunt these herbivores.

I can see mushrooms and other fungi forming the basis of commoners food. It can be grown inside using wastes from daily life.

Don't forget the Bonemill for bread

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
tom.zombie wrote:
remoh wrote:
As a troll he has regeneration. This heals 5hp per round unless he takes fire damage. This would include cold damage and non-lethal damage. Even in extreme cold, he will only take 1d6 damage per minute. This is easily mitigated by his regeneration.
Well I guess that would work but it would be uncomfortable. I think Hommelstaub will cast an endure cold on him anyway. Thanks though

I agree it will be uncomfortable. This how i will play PCs with cold resistance. They are cold, but there is no reduced performance (for the most part).

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
tom.zombie wrote:
If I just look at his stat block, I don't see anyway that Teb Knotten could stand the cold; ....

As a troll he has regeneration. This heals 5hp per round unless he takes fire damage. This would include cold damage and non-lethal damage. Even in extreme cold, he will only take 1d6 damage per minute. This is easily mitigated by his regeneration.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Estri wrote:
I like the one who stayed with Anastasia's thinking too. She's the only witch in the new world--she's going to change the course of Earth history.

Sounds like the start of an interesting campaign. Either helping or opposing the Witch

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Black_Cat wrote:
Dragonkin are basically all the same, they are just different colours and can breath different things. So they can cope in hot or cold weather (maybe they have something like blubber in winter). Also the Triaxians always have fur, it's just thinner and brown in summer.

You could always give them cold resistance 10. This switches to Fire Resistance 10 in the summer and a mix in Fall and Spring. This would fix the issue and still retain the flavor of the world.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Destruc-TOR wrote:

So, my players are in the middle of the final fight with Rasputin (we had to end the session mid-fight, but are continuing in a few days).

One of the players is planning to use anti-magic field against Rasputin, allowing the ranger to deal death via arrows. Even though Rasputin can use his revolver, I don't think it'll do enough damage to the PCs to save him in time. So, this is usually where the stitched soul ability would come in, but since it's supernatural and takes 1d4 rounds to kick in, if it's surpressed by the anti-magic field for four rounds after he dies the first time, will it still kick in once the field is dismissed or the caster moves away from the body, or does it not kick in after those four rounds are over and he's just dead dead?

I say let it happen after the antimagic field drops. It is too cool of a mechanic to waste.

If you want, you can have the first Resurrection miss, but the Raise Dead go off.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Boomerang Nebula wrote:
remoh wrote:


Sacred Animal: Bears

Herald Celestial Brown Bear

Nice!

I am curious though, what is the significance of the brown bear?

I like bears. No other real reason. Nice thing about being a God. You can do what you want

Dark Archive

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Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Titles: The Peddler, The Story Teller

Alignment: True Neutral

Portfolio: Fictional Stories, Cooperative Games, Sharing, Creativity

Domains: Community, Knowledge, Luck, Protection, Travel

Subdomains: Cooperation, Imagination, Solitude, Thought, Trade

Worshipers: Readers and Tellers of tales, Solitary Travelers, especially Traders and Messengers.

Symbol: An Open Book surrounded by multi-colored figures

Colors: Forest Green and Blood Red

Favored Weapon: Walking Staff (Quarterstaff)

Sacred Animal: Bears

Ethos: Share your stories, but guard your secrets. Include everyone in your games and activity. Seek solace in your individuality, but remember only as a community can we all prosper.

Herald Celestial Brown Bear

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I think he is concealing his status from the other members of his group. By the time the party will face him, the rest of the raiders should be dead or fleeing. Also, he will have 3 Skeletons with him. Hard to conceal his nature with them. Thus, I would say he makes full use of the symbol, no sleight of hand.

Dark Archive

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Pathfinder Adventure Path Subscriber; Starfinder Superscriber

You may want to check out the Player Companion Black Markets. It has rules for creating black markets and a few examples. One in particular is run by a Green Hag and fey creatures. It would not be hard to drop a portal door in the hut to one or more of these places. It would make buying and selling times much easier.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Mr.Sandman wrote:
The frost touched fey will probably be robotic drones, while the trolls will be refluffed as a power suit of some kind. The rest of the AP will be heavily modified, as I don't think I want to trap them in the dancing hut, though the Irrisani ship will be useful for stealth purposes. Anybody have any other ideas I could use?

Sounds good. Have them start in Heldren with normal fantasy weapons (sword, bow, etc). Have this be a low tech farming planet. Then I would use the Tech Guide to introduce advanced weapons and armor to the party in the next few Planets.

I find tech items are just as powerful as spells.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
wertyou2 wrote:
Seeing as the PCs are now servants of Baba Yaga (a chaotic evil demigod), and are what's left of 3 of her more powerful servitors, I thought it'd be interesting to have them be hunted by a group of creatures that have no desire to see Baba Yaga return and see the PCs as individuals in cahoots with whatever evil acts Baba Yaga has done and will do (therefore, evil creatures regardless of what alignments they may detect as). Does this seem like much of an idea worth pursuing? If so, any suggestions to augment it? I'm fully aware this probably isn't a very good idea, I'm just curious what people more experienced at this think.

Well, first off Baba Yaga is Neutral Evil and she is NOT a demigod. She does not want to be one. She will not answer prayers for her power. Instead, she takes what she wants; power, life, land and you better be strong enough to defend yourself or smart enough to stay out of her way.

The people pursuing the party should not be good. This will just put the party in a moral quandary you do not want. Instead make them agents of the witch queen, trying to track down the Hut to bring it back to Whitethrone or followers of Kolicthe (sp?) trying to keep her imprisoned.

You could have a party from Land of the Linnorm Kings, but make them neutral with maybe evil leanings rather than knights on the white horse.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

This interest me. I will be running a "Kingmaker in Space," down the line. Will you be addressing the pathfinder Campaign rules (down time, kingdom running, etc)?

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
BPorter wrote:

........

I'm still speechless from such a detailed, awesome thread. Thank you!

Me, too. I just had time to read it. This why I am willing to shell out $100+ for their products.

ps. That post would make an excellent Blog post..

Dark Archive

1 person marked this as FAQ candidate.
Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I have 11th level Draconic Blooded Sorcerer. If I don the Robe of Arcane Heritage, do I get to change the spell on my Enhanced Magical Tattoo? I will get the Level 15 bloodline power, Wings.

Archetype wrote:

Enhanced Magical Tattoo (Su)

Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell.

Robe Wording wrote:
The wearer treats her sorcerer level as 4 higher than normal for the purpose of determining what bloodline powers she can use and their effects.

Does this mean I can remove and add the robe each level to reset this spell?

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I would like to see more Downtime Perks.

We do not use the kingdom building often, but we do like using the downtime rules for running businesses and organizations.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Wilmannator wrote:

Not that I came back to check the PRD exactly one month later at 5:30am or anything...

*ahem*

Anyway, since I was reading and saw the post was stickied, I just thought I'd check if there's an updated ETA or any delays. We still have a few hold-offs that aren't buying the book yet so I haven't been able to include much of the coolness (except for the unchained barbarian and the poisons - oh, the poisons!).

Considering Paizo Con wrapped on Monday. My guess everyone is in a "CON Coma." Give them another week or so to wake up. It is a lot of work to organize and program the website.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Wynter Ignatius wrote:

I'm still up in the air about Wisdom, but might even consider mixing Dexterity, Wisdom and Intelligence in some equation - I have close to 50 gaming system books here so I might see what I can come up with that encompasses all three stats or more (go ahead and call me crazy; I've been called worse).

I do intend to roll initiative each round, so a program might be in order for that so I can keep track of it all easier. Maybe a spreadsheet in Open Office will work as I can whip one of those up with ease.

I still am not sure what to do about those who might switch weapons mid turn or attack a with multiple weapons (worst of the two maybe might be the easiest route to go...

I personally like to keep things simple. The game is complex enough. I would change initiative to BAB+Wisdom Modifier. This gives Martial class a bit of an edge over casters and rogues. Also, make people think twice before before dumping Wisdom.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
James Jacobs wrote:
Alexandra Pitchford wrote:
Hmm, will we be able to fight FOR House Thrune? I'd like that option ;)
Nope. This AP is all about FIGHTING House Thrune. The next AP is the one you want to fight for them.

I personally think this is genius!

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
Greg A. Vaughan wrote:

My response was:

The short stories are absolutely canon.

At the beginning of each one will be a sidebox with a GM Note that gives a spoiler warning. It will rate the spoilers in the story as usually either low, medium, or high and then explain how they might or might not affect a GM's campaign if he or she allows the players to read the story. You are exactly right about the stories being an excellent option for introduce players to the setting without giving them a homework assignment or reading 12 pages of exposition in a game session.

Some of the stories will be fine for the players to read ahead of time, some the GM will probably want to wait until after an adventure has been completed where the story spoils something about it (which should make the story...

I love this idea. Many times you writers have excellent stories that get lost in Mechanics of the game. It is a necessary "Evil", but I would love to hand my PCs a story and say read this and learn why and what really happened.

Dark Archive

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After reading the Unchained Magic rules, I was struck by an idea for using them in RoW. As other threads have complained, the PCs do not have a lot of places to buy/sell treasure. By adding a few character specific Scaling items, you can reduce this need. I figure either when they get the mantle or release the Hut, they can be gift with these items.

That said, it would mean reducing the treasure for the rest of the AP by half or so. Any thoughts? Ideas?

For those that did not get Unchained, a Scaling item is worth 30%, 15% or 5% of a character's WBL. Rather than needing to be replaced, it increases in power each time a character levels.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

Less than $100 to 35k goal!

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber
wraithstrike wrote:

I like it for games where I want everyone to have multiple skills, such as if everyone is part of some special-ops team.

For my normal games I am going to either use the non-adventure skill rules or just bump the 2 skill classes up to 4 skills.

I like the 2 extra 'non adventure' skills, also. Especially for campaigns like Kingmaker with a lot of downtime. It give the characters more ways to be involved in the world, other than Bob the fighter and Ed the wizard.

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

We now have about $1,000 until the Tales are unlocked! Good progress in the last few days!

Dark Archive

Pathfinder Adventure Path Subscriber; Starfinder Superscriber

I liked and backed it. Already $21,446 of $21,000 in 24 hours. I look forward to seeing what stretch goals are made.

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