Master Astrologer

taks's page

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber. Organized Play Member. 1,480 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


1 to 50 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

We finished the war last week and Kosseruk's camp yesterday. It was pretty cool. I nearly killed them with the area Q4 disciple and area Q3 phalanx troops. I played the phalanx as turning towards the party as they exited the warbeast pens, and the disciple troop closed from the other side. I nearly killed them.

Right as they finished the two troops off, Kosseruk and her guardians stepped out, gave her speech, and she began reading her scroll. This was arguably the tactic that cost her the battle (in under 2 rounds). I would rework it because she pretty much announced her intentions to a group that had just started all of their 1 min/level buffs and still had a few 1 rd/level buffs running. Her scroll of fireball was pointless. In hindsight, I'd bump it up to 10d6, or have her drop down (featherfall ring?) into battle with the priests following, maybe even reading her scroll of haste first then running down the stairs before saying anything. In general, she's in a really bad spot tactically for a group that comes up through the tunnel.

In all, it was a lot of fun, however. I really liked this book, and Siege of Stone is up next though we may not play this coming Sunday.

I have a question about the troop tactics. Do they get to do their auto-damage AND the standard action 4 line volley?


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Hey guys, I hope you're having fun. I'm catching up on your progress just now.

We'll start book 4 of Ironfang Invasion this weekend (Sunday) and we're going so fast I'm pretty sure we'll be done sometime this fall. That means I will likely get to run RoA NEXT! The other option I like is Strange Aeons, but my buddy doesn't care for Lovecraft. Either way, I'll have all of your work to look at for our next adventure (Ironfang is great, btw)! Thanks for that!

Oh, btw, Expo no longer makes chisel-tip markers. There are still multi-color 4-packs out there, but my guess is not for long. I'm going to buy a few just for the black (I use green/blue infrequently, red never).


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

The first one that goes away is the catapults, but I'm going to throw in the 4 sharpshooters and have them approach the east gate picking off defenders at will. We are reasonably ranged (and the one non-ranged can fly), so this could be an interesting long-distance battle (200-300') that would likely take several rounds and burn more than a few resources. Even the alchemist can throw things 100s of feet without much of a penalty (far shot, bombchucker, bomber's eye or longshot, it gets sick), so it should be fun.

I'm also going to play at least one or two turns out over 10-15 minutes... just sitting there, quietly. Make it eery, like you describe in the book. Every once in a while I can throw in a few descriptions of what is going on. They're helpless, really, waiting on major concerns (they are the strongest people in the entire valley by this point, so taking part in the drollery of the war would be a waste).

I wonder, too, if I should have them do some %ile roles on "off" turns, for a stray arrow or something. That'll force them to do something even if it isn't life threatening, e.g., a single d8.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Not THE big bad, the big bad's mount: Giantslayer.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Must post our recent foray into the Chernasardo...

I drew it up on the back of a 24" hexmap. The hexes are 4 miles each, allowing 3 or 4 hexes each day. I had the Chernasardo rangers tell them to search the forest for stragglers, then led them out into the Hollow Hills after they encountered the dwarves and the Maenad. Throw in the spider and a few of the unplaced encounters along the way and oila! They are at the ridgeline.

Regarding the Maenad: OMG! That was the closest I've come to a TPK. I killed 3 (2 dying, 1 CON dead) but the ranger and his AC (a large wolf). I didn't push them into combat immediately, rather, she attempted a charm monster first. They stood there and said "let's negotiate!" That was silly. Then she danced like never before, confusing everybody but the magus. They ended up all damaging each other, and the grenadier dropped himself and the archer, severely injuring the ranger and his AC. The magus rolled under a 7 every time except 1 for his next 10 rolls or so (the dwarves weren't a challenge) until she dropped him, too. The ranger finally attacked her and killed her, lucky that his wolf spent most of the fight licking a tree or baying at the sun.

It was epic. The magus was the only one that ended up CON dead, btw. The others were on fire, but salvageable. When the Maenad finally dropped the magus, he was at 1 HP, and she hit him for 23.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Yeah, the product pages are mostly gone. Can't get to any of the APs, for example.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Wooo... fancy new digs.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I'm surprised nobody has commented yet...

My first impressions are that these all look pretty cool. In general, they are fully statted and populated establishments. There are plot hooks that make sense, and each can serve as a decent encounter/mini-adventure. They put a lot of thought into the layout of each tavern, too.

The end of the book inlcudes rules for imbibing alcohol, bar fights, drinking games, and some new feats, archetypes, etc.

I haven't given it a full read, yet, but I'll definitely be inserting these into some campaigns. Oh, I'm really digging the vineyard.


3 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

They do care, immensely. They are simply convinced that not enough customers care. Big difference.


3 people marked this as FAQ candidate. 1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

This topic comes up every once in a while but never actually gets answered. In cases where a spell is on both the witch and wizard lists, but the witch level and wizard level differ, which does the hexcrafter choose? As an example, bestow curse is on the witch list at 3rd level, but the wizard list at 4th level. Which one does the hexcrafter take? Common interpretations vary. Hero Lab offers the spells at wizard level.

It is worth noting that every thread that has been marked for FAQ has also been marked as "Answered in FAQ," yet it is not. At least, if it has been answered, which FAQ? Certainly not Ultimate Magic, where the archetype is defined.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

That is what happens when things don't sell well. Then you stop making them.

I like the modules. I'm not creative enough to do my own stuff, and I don't want to use single books from APs or non-Golarion material during periods we aren't actually running an AP. The modules fill in the gaps nicely. Heck, as I've already said, I'm tying several in to our CoCT campaign, too.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

There are a few tavern/pub flipmats that might work, however. My buddy got me the bigger tavern for Christmas and I've already got the waterfront pub as well. With this, I intend to incorporate both into our CoCT campaign in some fashion.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
captain yesterday wrote:

I haven't found a down turn in quality of the pathfinder products I've gotten since the release of Starfinder.

Ruins Of Azlant is way better then i thought it would be, Potions And Poisons looks like fun, and I've already killed a character with the Traps And Treasures pawns I got for Christmas.

So, like, did you throw it at him or something? ;)


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Skeld wrote:
justaworm wrote:
Skeld wrote:
justaworm wrote:
My f2f group has average finishing an AP per 4 or so years.

So... you're saying that I'm slow?

-Skeld
Hah, I was merely stating fact. I have no idea what is slow or fast. Frankly, we are probably right on track for the number of hours we put into it. It seems to be mostly kids' soccer that's our problem... :)

We need to up our gaming to weekly. I'm sure all the wives would love that.

-Skeld

Mine tolerates it. Twice weekly, actually.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
nighttree wrote:
Shady Stranger wrote:

Feats for Reach Increase:

Lunge: As a free action(pretty much), increase reach by 5ft but you take a -2 penalty on your AC until the start of your next turn.

Combat Patrol: Full-round action to increase reach(Kinda. It's your threatened area, rather, but oh well) by 5ft per 5BAB you have. You can move up to your speed to make attacks of opportunity against anyone that provokes within the area you set up.(If I'm not entirely mistaken)

Those are the ones I know at the top of my head, at least...

O-Ya.....Lunge and Monkey Lunge are definitely worth while....thanks for that lead ;)

No on Monkey Lunge. It is a broken feat. Read it carefully. It costs a standard action and only lasts till the end of your turn. That means you can't attack. On the plus side, you don't take a penalty to your AC.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Given the GM's other "interpretations" of the module, I'm not surprised he missed this one, too.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Didn't D&D have a rarity/frequency entry for critters back in the day? Such an entry would be useful for this dispute, I think. Named, specific creatures are obvious, of course, but not all are.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

It does make a difference. He has GM'd, a lot, actually, just not an AP. I prefer the GM route myself. I don't have to wait for my turn... ever. ;)


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Ah, yes, dictator style! I love it! /jk

I totally agree, Adam. I put in probably a minimum of 5-10 hours per session, and each of the AP books is 6-10 8-hour sessions. For a marathon single book, 80-100 hours from the GM wouldn't surprise me, particularly given how much effort you put into it. Map drawing alone is a killer, and I'm not nearly as detailed as you are. I'm just now getting to the point where I know how to plan fights appropriately, which adds additional time.

At least one of my guys doesn't seem to understand why I do as much work as I do to prepare. To him, it should be no problem to simply scale battles for additional characters that decide they want to play. His point of comparison is "fight of the week" style gaming, which tends to be about building a couple big encounters geared toward the party you have. There's no real long-term story, and you don't have to concern yourself with any related elements. Furthermore, an 8-hour session in an AP can easily be a dozen encounters (not all involving battles) that need at least some prior consideration. The GM needs to know tactics, dialogue, and even a certain notion of how to perform an NPC's actions. We certainly would not do this if we did not love it.

Bang on, Adam and the rest of your team.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

That would certainly increase the realism. My guys are adamantly against splitting the team up, even if it means bringing someone along that might not be helpful. In fact, they'd probably find a reason to delay the mission in such a case. I can see this coming up in our upcoming Ironfang Invasion campaign because it has a similar fish out of water (no pun intended) beginning. They will similarly have a group to hang out with performing other tasks (such as crafting) as well. I suppose time will tell!


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Most of what we play are APs and I require one trait from the AP itself. As a result, players typically can't get MM campaign traits unless we are actually playing MM (we were on Saturday, until drama).

That said, slayer or ranger seems a synergistic dip.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I really want to run this AP except for a few reasons...

First, the pawns won't be out till May, and I want these in hand before starting. Unfortunately, we'll be ready to start our next AP (my Sunday group) sometime in January.

Second, one of my players is iffy on the underwater aspect. We all enjoyed the underwater portion of Giantslayer, but not enough to do an AP that really hinges on it.

Finally, and oddly, given that we will be coming off of a heavy wilderness/large scale themed AP (Giantslayer), my players really want the even heavier wilderness/large scale themed AP. There are big similarities between GS and Ironfang Invasion which i guess they like.

All that as it is, I'm still undecided on Saturdays, so thus may get off the ground (in a manner of speaking) anyway. I hope, at least. I've read the first two books and really dig the story so far. It doesn't seem to be a railroad, and there is a nice mixture of encounter types PLUS a string role-playing element involved. I think we'll get a similar mix out of Ironfang, but this is so much different.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Now I'm going to have to put this build together in HL to see what he can actually do.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Or shall I say, zero resources!


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Zero feats dedicated towards anything else. The monk evades...


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Yeah, yeah, but you're penalty to hit is so high you'll never land a hit. :)


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

So, you can carry everything that isn't tacked down, as well as much of the stuff that is tacked down, but what else? Can you kill anything? ;)


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Jhaeman wrote:
I'm *pretty* sure the Gaming Police will not come to your house and rip your Core Rulebook in half for deviating from the rules.

The phone police, however, now that's a different story.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
AM BARBARIAN wrote:
pauljathome wrote:
We're all aware that the best melee bulids (non Core) are some 3/4 BAB class with lots and lots of class features (Alchemist, Magus, etc etc)

AH.

HEM.

BARBARIAN CORDIALLY DISAGREE.

Does AM BARBARIAN really do anything cordially?


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

They are nothing if not inconsistent. ;)

To be fair, the game is so massive and so many people contribute, the cohesion they do have is amazing.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Saldiven wrote:
Anything that doesn't have the [Mind Affecting] tag on it is not mind affecting.

There are a few things that don't specifically list mind-affecting, but instead list enchantment. Enchantments are all mind-affecting, however, so it's indirectly tagged.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Saves (as well as other properties in general) get pretty weird sometimes. One of the hexes can be broken with break enchantment, but it is specifically listed as an abjuration effect. Go figure.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Lots of the better hexes are mind-affecting. It's a problem for my GM witch PC right now since there are lots of things with immunity so far.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Claxon wrote:
I would say cackling would make it trivially obvious where you are. It would be like being invisible and yelling. Sure, you still have total concealment, but people are pretty sure you're in this area when you yelled.

Absolutely. I'd rule similarly for other spell casting (that wouldn't otherwise break the ongoing invisibility) that had a verbal component, but maybe require a perception check to notice.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I've found that the more we play, and the better grasp I get of all the rules, the more comfortable everyone is with implementing a lot of these more obscure rules.

One rule subset I doubt we'll ever warm to, however, is equipment damage. There is no sunder in our games. Frankly, about the only combat maneuver we ever attempt is trip, and only because the large wolf AC gets it for free. Every time one of my baddies uses grapple I regret it, and I've never done anything useful with bull rush, either.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Rycaut wrote:

one rule I use at my tables (which I think is actually RAW) is that dead bodies on the battlefield create difficult terrain (I generally do this for anything that is larger than the PCs - though technically I believe any dead body sized medium or larger by RAW does create difficult terrain)

(of course this is only monsters that leave bodies behind - so no summoned or incorporeal etc)

In play this is generally fairly easy to adjudicate - either leaving miniatures on the playmat or using a flat token to indicate the squares that have bodies - it does slow down combat slightly and creates some tactical options - and it gives some further incentives for flight or abilities to bypass difficult terrain - and it doesn't strain credibility - a dead dragon or ogre should leave a big obstacle that has to be gotten around (or which can be used for cover)

We use them except in cases where it likely won't matter, e.g., when the body is outside of the main combat area.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

That happened to me once, too.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I've always wondered: what's the point of pricing rules if the default response is that they shouldn't be followed?


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
bodhranist wrote:
Has anyone ever actually used the settlement modifiers (Corruption, Crime, Economy, Law, Lore, Society) as modifiers for the various skills? (Okay, I'm in Underbridge in Magnimar, so suddenly all thieves are +6 to pickpocket me, although I'm +6 better at detecting lies and +4 better at hiding in an alley and +1 better at making money, but if I walk 5 minutes to Dockway I've suddenly got +7 to making money, and +6 to gathering information, but -2 to intimidating someone into acting friendly....)

Yes. Those rules important in Hell's Rebels and Curse of the Crimson Throne, likely any city-based campaign, both of which I intend to run (I started HR, but it is cursed for my group and stalled after 1 session).


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
captain yesterday wrote:
For the record, I'm not saying they aren't true, just that we shouldn't overreact to Paizo's role in this until they have a chance to respond.

Exactly.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
thejeff wrote:
taks wrote:
Berik wrote:
For people saying 'innocent until proven guilty' I don't really see how that's relevant. I'm not a judge or a jury deciding on somebody to punish, and I'm not aware that anybody here is planning any legal action on these things anyway.
Because it is a rational approach when you do not have all of the facts. And you are sorely mistaken if you truly believe these accusations, and subsequent damage to reputations and careers, cannot rise to the level of punishment... based on judgments you seem to think are appropriate.
And the years go by and the rumors of harassment and abuse circulate underground and something finally blows up enough to qualify as "proof" and all the usual suspects question why no one came forward before and why no one did anything because everyone knew about it.

So what? How about when the accusation IS a lie? What then? We just crucify someone based on that? Sorry, you can't claim your legal system is just if it is willing to throw away such a fundamental concept based purely on what type of crime it is adjudicating. Another solution must be sought out.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Berik wrote:
For people saying 'innocent until proven guilty' I don't really see how that's relevant. I'm not a judge or a jury deciding on somebody to punish, and I'm not aware that anybody here is planning any legal action on these things anyway.

Because it is a rational approach when you do not have all of the facts. And you are sorely mistaken if you truly believe these accusations, and subsequent damage to reputations and careers, cannot rise to the level of punishment... based on judgments you seem to think are appropriate.


7 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Kobold Cleaver wrote:
"Innocent until proven guilty" with regards to harassment and worse crimes is one of those specious defenses that just doesn't hold up. It paralyzes us with a hunger for more details from victims, and shames those victims if all they can present is their honest word. It's an excuse to stand by and do nothing because a victim wasn't prescient enough to videotape their own harassment.

Nonsense. It is 100% required. It is the foundation of any legitimate legal system in which people cannot be arbitrarily put in prison for something they did not do. In other words, it is a requirement of any truly free society. This is the cornerstone of the legal system in the US, regardless of how it is, or can be abused.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

We went from one round every 30-45 minutes followed by a smoke break to 10-minute combats when I started running APs. I'm not gonna complain if someone gets stuck, though I do get frustrated if they aren't paying attention and delay because of that.


3 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Adam Smith wrote:
His idea of a great weekend is one spent among racks of sourcebooks, engrossed in statting up characters for future campaigns. Following more than one mid-marathon TPK, he's had to deliver a new party’s stat blocks (in official Pathfinder format) on the fly, which contributed to our running jest: “Aerick doesn’t build characters, he builds parties.”

That's awesome, actually. If I were a player, that's probably what I'd do. Actually, I spend quite a bit of time building characters even as the GM, both for investigative purposes and fillers (GM PCs).

Otherwise, looks like a character I'd be interested in as well. I'm an arcane caster at heart, as I've always been. My "alter ego" is Mendolf, typically an evoker or similar, since at least 1998. I'm going to look into the archetype when I get home.

Ok, so how about the rest of your crew?

Edit: ah, missed

Quote:
The script for each iconic and their interview will be included with each character release in the upcoming weeks, and can also be found in our Dropbox.


3 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Aerick Lim wrote:
taks wrote:

Oooh, 15-point builds. That'll make it a bit tougher than what you did for Giantslayer.

I really wanted to run this one, but I prefer to wait for all supporting material to be released first, including pawns, which pushes RoA out to May. This wouldn't be a problem except that I'll be ready for the next campaign beginning in December or January and my Sunday guys are itching for more wilderness (we have one session left for Anvil of Fire in Giantslayer).

Glad you’ll get a chance to follow along, Taks! Unfortunately, rolling ability scores for Giantslayer (higher than average) didn’t make it much easier, and that one ended in a TPK. It was interesting how our 15-point builds in Strange Aeons were enough to go all the way.

What system did you use for ability scores in your Giantslayer campaign? Also, best of luck in Shadow of the Storm Tyrant, I’d love to hear about your experience with the final fight.

We’re excited to see how our ability scores hold up in Ruins of Azlant, and we’ll definitely be on this thread to share some of our thoughts on it.

My take is (in general) that rolling is a benefit for early levels, but ceases to matter once the party gets sufficient loot. In Giantslayer, loot is not just sufficient, it is excessive, IMO.

We generally use 25-point builds because my whine..., um, players, think MAD characters are impossible otherwise. Of course, bigger numbers on their sheets translates directly to bigger numbers on my sheets, too, so it isn't the benefit they claim.

I have read about your great Endeavor, btw, and I think we were heading down the TPK in book 6 path as well. However, due to various circumstances, we'll likely end up with a better spread of character abilities going into book 6. We were a shaman, investigator (GM PC), ranger, and fighter, but will be adding a bard and a wizard for the remainder of the campaign (another player is taking over my investigator). There's nearly half a million GP in book 5 alone, not counting the million or so in the previous books, so I'm already working hard to balance the encounters. We shall see how it pans out.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Oooh, 15-point builds. That'll make it a bit tougher than what you did for Giantslayer.

I really wanted to run this one, but I prefer to wait for all supporting material to be released first, including pawns, which pushes RoA out to May. This wouldn't be a problem except that I'll be ready for the next campaign beginning in December or January and my Sunday guys are itching for more wilderness (we have one session left for Anvil of Fire in Giantslayer). Ironfang Invasion is winning the race. My Saturday group is barely a group anymore, so maybe I can get something organized by May for RoA.


5 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Azten wrote:
How about showing him how instead of just dismissing him? It helps a lot more.

Read his comments. It's pretty clear he already made up his mind before he even posted.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

You've not spent much time researching ranged builds, have You? None of those penalties apply to a proper archer.

1 to 50 of 191 << first < prev | 1 | 2 | 3 | 4 | next > last >>