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trellian wrote:
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.
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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.
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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
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Seraphimpunk wrote:
That looks fine. Same idea, just different perspective.
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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:
No reason, you cannot let your PC have more skills.
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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.
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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.
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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.
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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
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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.
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Xelite wrote:
EPIC! Thanks for sharing
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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.
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Seraphimpunk wrote:
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
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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.
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There is also a spell Anthropomorphic animal it lasts hours per Caster Level and can be made permeant.
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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.
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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.
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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.
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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
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tom.zombie wrote:
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).
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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.
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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
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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.
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Destruc-TOR wrote:
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.
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Boomerang Nebula wrote:
I like bears. No other real reason. Nice thing about being a God. You can do what you want
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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
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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.
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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.
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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.
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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.
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BPorter wrote:
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..
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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:
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?
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Wilmannator wrote:
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.
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Wynter Ignatius wrote:
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.
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James Jacobs wrote:
I personally think this is genius!
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Greg A. Vaughan wrote:
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.
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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.
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wraithstrike wrote:
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.
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