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.


RSS

1 to 50 of 1,480 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Some serious thread necro. Since I previously posted, I might as well update:

Finished Giantslayer in February (took 18 months).
Will finish Ironfang Invasion either next week or the week after.

We figured out how to motor through them plus we've been playing 8-hour sessions missing only a few weeks since we started.

Up next, reboot of Mummy's Mask with the Sunday crew.

The Saturday crew never managed to finish MM, then we started HR but stopped after the first part of the first book, and finally played CoCT and through book 4. The group pretty much fell apart after that.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

The only combined battles I did were the faun chirurgeons/handmaidens (with the tree) and then the spiders came up behind the party while they were facing the Bandersnatch. I figured the fauns were distracted with their experimentation and the handmaidens were distracted by the tree effects, so they didn't do anything until the party walked in front of their areas.

The ropers intentionally stayed still, the tooth fairies were locked in the room, and the baregaras attacked right after the ropers. The final room with blightguards they knew about (from a favor) so they cast silence and walked up for doom.

I didn't really play up the fey unity thing since that would imply every creature hiding out in those two areas resulting in a TPK. The faun/handmaiden battle nearly killed them anyway. They underestimated how deadly the bombs were, and our alchemist got captivated by the tree, licking the fruits (20' in the air no less) until he dropped to 0 wisdom.

Of course, after all that, they ran down the tunnel without thinking and triggered the trap.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Hmm, not many comments here.

We just started this book on the 27th. I forced their hands on how to proceed, since it's pretty much an open valley and they can see the 3 areas of interest. No big deal, though we do have to track time since they all took their 10 min/level buffs. With nature's paths running, they'll get to the ruins at the end of the valley with 10 minutes to spare (give or take). My guess is they'll camp after the cephalaphores, heading into the crevasse in the morning.

I've ordered the darklands and caverns maps for handling the long walk. My guys can't teleport (ranger, alchemist, magus, inquisitor), so I didn't have the problem from above. I think they're all looking for the trip just so they can sell the massive amount of loot they have after I was a complete scrooge during the first 3 books. I put the purchase limit as a town limit per week, though they still managed to wind up at least a level ahead of WBL. I'm thinking they won't get full 50% on the low-level items just because of supply/demand issues.

Anyway, onward we march!


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?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

There were other things in that picture?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Glad you're doing this... but I'm 2 books ahead of you! Argh!


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.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Jakkedin wrote:


3) The town's defense still gets lowered in these turns without scripted scenes. Just because there isn't something special going on in a turn that doesn't mean that nothing is happening. Hordes of attackers are still pushing at the gates, assaulting the walls, and just being a general nuisance. These turns without special actions by the Legion are turns that the PCs can finish up previous turns' encounters or attempt to do something special themselves. See the Unorthodox Tactics sidebar on page 46. I believe the movie Kingdom of Heaven a classic example of a siege of a city by an army that would be equipped fairly typical of Golarion equivalent time frame.

Yeah, I'm aware of the continued assault, it just seems like the battle is going to be pretty boring from an RP standpoint. If the war takes more than an hour (real-time), I'll be surprised. They have been primed and understand that each of these things is good to eliminate first, however. What I've done is compress it somewhat, removing a few unnecessary turns, and then inserting a few of the tactics on page 46.

My son and his friend aren't likely to work these things up, but my buddy will (he's already been coming up with ideas, and gets that the 20k isn't really "party" loot). I think they'll get the balance on a win, some of which they spent on "fixing" Navah (2 scrolls of restoration) and some for fully equipped horses for travel. I'll give them an opportunity to spend some more later (only have L, M, and N left).

Thanks...


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I have some questions...

1) What is the "S" on the map for Kosseruk's encampment? Is this where the tunnel to the town from the ankheg leads?

2) What would be an appropriate use for the 20k GP they get from the mayor? I hinted that it's not for them directly, but that seems a bit... odd.

3) What should I do with all of the turns that get mooted by finishing previous entries? The biggest is the catapults (they killed the Nuckalevee). It just seems odd to say "alright, war has begun..." then wait for several turns before anything else. I was thinking they have smaller ones instead, or not as many, and they only inflict half the damage. Another option was to have a pair of regular hobgoblin troops march on the town.


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.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I killed a PC last weekend in book 3, before Longshadow. I had them do a bunch of skill checks, some role-playing, and some general strategizing to "uncover" scrolls of raise dead, restoration, and neutralize poison. It took an hour or so of discussion to resolve it all. I think they appreciated the effort I made them undertake (instead of GM hand-waving).


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

My first death EVER! Well, other than a PC that I play as GM (argh).

Name: Dread
Race: Oni-spawn tiefling
Class: Hexcrafter (magus) 8
Adventure: Assault on Longshadow
Location: Chernasardo forest, Maenad encounter
Details: It was an epic battle that they simply did not expect. The Maenad confused everybody except the magus. The alchemist eventually dropped himself and the inquisitor with help from the ranger (his AC, a large wolf, spent most of the fight licking a tree, baying at the sun, etc.), and the magus couldn't manage to roll above a 7, missing the Maenad's fairly high AC every time. She finally hit him for 23 dmg when he was at 1 HP. The ranger finally re-focused on her and managed to drop her, with only single digit HP himself. They were 1 bad roll from a TPK, actually.

Epic. One off the best sessions any of us ever had. They no longer trust me. :)


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Rivers are actually probably a mile wide on the map. If they drew them to scale, they'd be a line so thin you couldn't see them. Don't complain, it's called "artistic license."


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I did NOT do a hexmap for this one. Rather, I just led them (using various clues) to each of the forts in order (Ristin should be first, btw, I think there is an editing error in the book regarding Aubrin's comments), making sure they came across the nearby encounters each way, forcing them to camp on occasion (each trip was a couple days). I didn't do many random encounters since there was enough in the book to make it interesting. This is in contrast to the first book in which I did a hexmap, and had them explore (book 3, too).


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.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Edit: wrong book. I have comments for this one later!


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I'm about to run a verbal duel for my group and I have a question about how the tactics work for a team duel scenario. The rules are clear that the group has a common determination pool, but how do you handle tactics? Does everyone have their own list, or do you assign based on the best overall strategy picking one PC's bonus for a given tactic?

This also brings up a question about edges. If only one PC per tactic, is there only a number of granted edges based on that sole PC's skill, or does every one of the PC's get an edge based on his own skill?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Mrs Camelot wrote:
How do we maintain wealth by level with only Novvi able to buy/sell goods? How do players purchase the big 6?

Oh my. We're in Fort Trevalay now and every one of my guys is well over WBL, one of which is pushing 45k GP. Granted, they're carrying a lot of stuff they don't use... but they've pretty much outfitted every NPC to the point we no longer meta-game that aspect. I've only had to change a few things here and there. We have:

Human ravener hunter (inquisitor)
Dwarf ranger
Human grenadier (alchemist)
Oni-spawn tiefling hexcrafter (magus)

The inquisitor is still using a regular composite bow (STR +2), since he only has a 14 STR, and greater magic weapon makes anything more unnecessary. Otherwise, the story has been kind to him so far. The alchemist is booming, too, but not nearly as well. Neither the alchemist nor magus are concerned about spells, either. The mwk cold iron scimitar and +1 scimitar have been his friends. The adaptive bow actually went to the ranger (a switch-hitter) since he's got an 18 STR. All in all, the given loot has balanced out well.

As for NPCs, we've got Kining up to 7 now (well, when they return from Trevalay). Adepts are NOT the ony ones that can craft thanks to the master craftsman feat. Kining will be crafting shortly.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

I'm not statting any of the others, just the ones they intend to keep promoting. Well, our dwarf ranger had a groundskeeper expert that showed up with his AC (wolf) at 4th level, so we swapped out for one of the warriors, and he's statted, but only level 2. I'm only going to hand out a few more promotions, too, mostly just so we can get Kining to crafting magic arms and armor. Fangs of War barely mentions the NPCs, and nothing about promotions appears after the first book (that I can find).

FYI, we're doing a 12-hour marathon tomorrow. My son and his friends are on spring break, and my buddy and I have flexible work schedules. We should get into the final part of book 2, and be on the verge of 8th level.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Clidon/Farrow aristocrat 3:

AC 14 (+3 armor, +1 dex)
HP 16 (3d3+3)
Fort +0, Ref +2, Will +5
melee mwk short sword +3 (1d6/19-20)
STR 10, DEX 13, CON 8, INT 12, WIS 14, CHA 17
Base Attack +2, CMB +2, CMD 13
Feats Skill Focus (appraise), Skill Focus (Profession [merchant]), Toughness
Skills Appraise +10 (+12 on items valued by weight when using scales), Bluff +7, Diplomacy +7, Knowledge (local) +7, Perception +4 Profession (merchant) +11, Sense Motive +6, Use Magic Device +9
Gear mwk studded leather, mwk light crossbow, mwk short sword, merchant's scale


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Taidel/Lirosa warrior 3:

AC 19 (+6 armor, +1 dex, +2 shield)
HP 28 (3d10+12)
Fort +5, Ref +2, Will +2
melee mwk battleaxe +7 (1d8+5/x3)
STR 17, DEX 13, CON 14, INT 10, WIS 12, CHA 8
Base Attack +3, CMB +5, CMD 17
Feats Power Attack, Toughness, Weapon Focus (battleaxe)
Skills Perception +4, Profession (soldier) +7, Survival +7
Gear mwk breastplate, +1 light steel shield, mwk battleaxe


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Rhyna adept 3:

AC 11 (+1 dex)
HP 13 (3d6+3)
Fort +1, Ref +2, Will +6
melee mwk morningstar +1 (1d8-1)
Adept spells prepared (CL 3rd, concentration +6)
1st - bless, cure light wounds, endure elements
0 - create water, detect magic, read magic, stabilize
STR 8, DEX 12, CON 10, INT 13, WIS 17, CHA 14
Base Attack +1, CMB +0, CMD 11
Feats Scribe Scroll Skill Focus (profession [herbalist]), Skill Focus (spellcraft)
Skills Heal +9, Knowledge (local) +5, Knowledge (religion) +6, Profession (herbalist) +11, Profession (scribe) +8, Spellcraft +8
Gear scroll of bless (x9), scroll of cure light wounds (x9), scroll of lesser restoration (x4), wand of cure light wounds, mwk Morningstar


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Jet aristocrat 4:

AC 15 (+2 armor, +1 dex, +2 shield)
HP 22 (4d8+4)
Fort +1, Ref +2, Will +7
melee +1 rapier +3 (1d6/18-20)
ranged mwk light crossbow +5 (1d8/19-20)
STR 8, DEX 13, CON 10, INT 12, WIS 16, CHA 16
Base Attack +3, CMB +2, CMD 13
Feats Black Market Dealings, Persuasive, Skill Focus (diplomacy)
Skills Bluff +8, Craft (jewelry) +3, Craft (mapmaking) +3, Diplomacy +14 (+18 to locate black markets), Intimidate +9, Linguistics +5, Perception +7, Profession (brewer) +10, Profession (cook) +10, Profession (innkeeper) +7, Sense Motive +10, Survival +7
Gear mwk leather armor, +1 buckler, +1 rapier, mwk light crossbow


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Kining expert 5:

AC 16 (+5 armor, +1 dex)
HP 47 (5d8+25)
Fort +2, Ref +2, Will +6
mwk battleaxe +6 (1d8+2/x3)
STR 14, DEX 12, CON 18, INT 10, WIS 15, CHA 6
Base Attack +3, CMB +5, CMD 16
Feats Master Craftsman (Craft [blacksmith]), Prodigy, Skill Focus (Craft [blacksmith])
Skills Craft (blacksmith) +17, Craft (bows) +8, Craft (leather) +3, Craft (mechanical) +10, Craft (stonemasonry) +7, Craft (woodworking) +5, Perception +6, Profession (miner) +7, Sense Motive +8, Survival +4
Gear +1 chain shirt, mwk battleaxe, mwk tools for blacksmith, mechanical, and stonemasonry


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

For book 1 I played them as the default stats outlined in the book. I gave the warriors survival, however, because it made sense.

For book 2, I will be ditching the survival aspect (somewhat) and moving to fully statted named NPCs. With promotions, Kining will be able to craft magic arms and armor by the end of the book, and Rhyna will be brewing potions (I don't recall what Jet and the others are up to offhand). I'm giving them a NPC Heroic stats and spreading appropriate skills around to accommodate party needs.

I can post more later if you'd like...


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

We finished the hexploration part and moved into book 2 with just the map from the folio laid out on the table. My guys did a pretty good job of exploration, but book 2 is less random. I told them "you know there are other forts (besides the first one they know about), but these are not the ones you are looking for!" and they were happy with this.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Mine seems to have the missing content restored, though SA is still split into 2 sections. Odd, but not problematic that I know of. Thanks all.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Bumping this. My digital content is still broken. I have 2 entries for Strange Aeons, both of them have books 3-6 only. No PG, no books 1 or 2. The filter option for Strange Aeons in Adventure Paths is not there, either. I'm concerned coming into a new cycle that I won't be able to download my new stuff.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Yup.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

It's complicated. Every time I manage to get there it's by accident.

I'd hate to be one of the guys working this right now. I don't envy their task nor the pressure they must be feeling.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Nope. Still isn't working.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

My downloads are still broken. I can see most stuff, but some is missing. In particular, I have 2 Strange Aeons sections with books 3 through 6, but neither has books 1 and 2, nor the player's guide. I haven't checked everything else yet.


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.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

How do they get in? Don't they need accounts to post?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

You guys are the best! Thank you!


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

It depends heavily on the Fangwood Forest and its connection to the fey. Seems to me like this may be tough to pull off unless your group doesn't care about that. Granted, my knowledge of the Mwangi is not all that great, other than "jungle." This one certainly isn't as difficult to move as APs like Giantslayer or Mummy's Mask, both of which are heavily tied to specific areas.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Hello, unfortunately the Villain Codex box I got is missing a page of cards. In particular, the page that starts with a Death Chanter, containing mostly Death Cult and Demon Knights pawns, is missing. I have a duplicate of the first page (the one that starts with the Corrupt Scrivener). Is there a way that I can get that page?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Is this a reprint of the old one?


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Coidzor wrote:
taks wrote:
Note that each city has a list of minor, medium, and sometimes, major items available. If the GM (me in this case) stats them all out - some already come fully populated, then you have better odds as ryric points out, but that's a pain to do, and I generally only allow travelling to locations that are nearby unless the PCs are from far away anyway.
In short, that kind of attempt at limiting what is available for purchase is a huge pain in the butt.

Um, no. Have you even bothered to read the economy rules? Seriously, it's getting silly.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

Note that each city has a list of minor, medium, and sometimes, major items available. If the GM (me in this case) stats them all out - some already come fully populated, then you have better odds as ryric points out, but that's a pain to do, and I generally only allow travelling to locations that are nearby unless the PCs are from far away anyway.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Meirril wrote:
It is the Rise of the Runelords AP. As far as I know there are 2 other APs from Piazo that heavily involve Magnamar as well.

Just 1 other, Shattered Star, which is the sequel to RotR. But that's irrelevant to my point.

So is this:

Quote:
Also just to point out that by the time players are worrying about not being able to spend 36k they should be able to teleport to a substantially large city. Unless the entire AP is set up to mess with teleportation?

It doesn't matter if you have 36,000 GP to spend, or 36,000,000 GP to spend. Please read my posts and take note of all the times I've mentioned "economy rules" and base value. I've only mentioned them a half a dozen times, and clearly you don't know what that means. No city in Golarion has a base value that high, which means no city in Golarion has +6 stat items in stock as a rule. Magnimar's base value is only 12,800 GP, so even +4 items are unavailable there.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Meirril wrote:
Standard creation rules trump store bought items any way you look at it. In every AP that I've seen they encourage you to give the players downtime between each module. I think very specifically so they can create magic items. Allowing players to purchase items at market price means less gold to create magic items.

Not true, at least, not true for Paizo APs. There are numerous developer posts regarding the amount of loot the put into APs. Of the APs I've read (every one since Giantslayer plus CoCT and Mummy's Mask), only a few explicitly say anything about crafting, and they all mention that you should control it to prevent unbalancing.

Ironfang Invasion and Ruins of Azlant, for example, are specifically built around a lack of availability. You can't even craft if you can't buy the supplies necessary to do so. Also, developers can't predict whether a party will have the ability to craft, or the GM will even allow it (it is the GM's call, after all).

Meirril wrote:
In the campaign I'm running now the AP is located around Magnamar. As a metropolis there really isn't any excuse not to have some magic items be...

Is this a Paizo AP?

I never said that stores don't have items, either. I SPECIFICALLY cited "economy rules" in the post you quoted. This means I follow the stat blocks and the base value, max value, and available items lists. Any item below base value has a 75% chance of being available. If it's not, the player gets to check again in a week. They can also commission higher level items, but it may take longer. I adjust the available items to match my party (somewhat) as well. Available items go above base value, too.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

2/3 of book 1 is in the Fangwood. It should be the same description as provided there.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Windcaler wrote:

Some profit is better then none. Just because you dont make as much of a return on one item as you do others thats no reason not to offer that item to customers. Not only that but customer loyalty is something to keep in mind, not everyone is the extremely frugal pinch every penny type. Treat people well and they will more then likely keep coming back to you when they need things.

That aside supply and demand is another thing to keep in mind. If you keep making magic swords that you get a huge return on eventually everyones going to have a magic sword. Your demand for them drops, and thus so must prices if you want to keep selling them.

Also a focus on magic swords because of their huge return means you arent providing for all those people that dont want magic swords. What about the person who prefers axes or maces? What about your spellcasters who want magic robes or jewelry? How about the universally useful flying carpet?

There are a lot of factors why someone would make any magic item for profit.

Actual businesses have products they call "loss leaders." These are products they actually LOSE money on in order to get people into their stores (or however they buy) looking at other products. I can see savvy merchants carrying around a few tomes to get the high-level characters in-house hoping they'll buy up additional stuff that carries a better margin.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Meirril wrote:


Ok, remember that part where I say you use the downtime rules and you create the item using "Magic Resources"? That is where the profit comes from.

I got that: see my comment above. Thanks for the clarification either way.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Omnius wrote:

Tough to balance?

The CR system assumes the PCs have these things. AC in particular.

HP and AB scale inherently with level. Damage and especially AC don't really. Appropriately leveled magic items are what's supposed to get your damage output and AC where the CR system expects it to be. At a level where you're expected to have a +2 to hit from your magic sword, you're also expected to have at least three out of a +2 ring of deflection, +2 armor, +2 shield, and +2 natural armor.

I know this.

APs are a different beast. In general, the APs aren't balanced based on you buying whatever you want, and the majority of encounters are APL or below as well. Besides the fact that your wealth is likely 50% greater than WBL in the first place, the party is carrying around a large chunk of it in the form of gold or gems because they have nothing to buy other than what exists in the regional stores in the first place. There aren't typically any +6 gizmos (occasionally there's a +4/+4), and the economy rules prevent them as a standard purchasable item because the base values are never as high as 36,000 GP. If they're in a remote area, base values under 10,000 GP are pretty normal.

That is, if you follow the economy rules. I do, which makes it a tough balance. Do I let them buy whatever they want, and walk all over the AP, or do I limit them? Just beginning my 3rd and 4th APs, I'm still not sure how I want to proceed. Admittedly, Ironfang Invasion will be easier because they have no one to trade with.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber
Omnius wrote:

Never try and apply real world logic to D&D economics.

They are made first and foremost to be game mechanics, not realistic economic models.

Even as limited as the rules are, they still break the game once you get to upper levels.

While I don't play PFS, if I'm not mistaken, once you have the appropriate ability, you can buy whatever you want and equip your character with it. Granted, you aren't past 12th level in general, which doesn't put your purchase power past any of the major cities. Running an AP, you'll get to 17th level (typically), which means 410,000 GP. Everybody in the party will have a +6 ability gizmo (maybe more than one), and likely +8 to AC via other items, if they can buy anything they want. Tough balance.

I'm still trying to figure out how I will handle this for my 2 latest APs (CoCT and Ironfang). Wealth killed Giantslayer for us, IMO. The final battle took only a couple rounds.


Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Pawns, Roleplaying Game Subscriber

In that regard, what is the highest base value of any settlement? Absalom, maybe?

1 to 50 of 1,480 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>