Hi guys, I'm going to be running the Darkmoon Vale adventures as a campaign and one of my players wants to play a druid. All well and good. Here's the kicker, he's a new player and is quite adamant that he doesn't want wild shape. Would swapping it out for one of the cleric domains allowed to druids keep the power levels approximately the same?
Thanks Silas, I'll check out the campaign. I'LL spend a bit of time looking at all the modules before running so that I have an idea of where I want to take the campaign and set up any foreshadowing etc Leveling up at appropriate points may be better, as you say. Players are less likely to try to kill everything off for those 5xp needed to level up. Cheers for the input. How did you find the campaign you played in?
Hi guys, I've recently stumbled across some of the Darkmoon Vale adventure modules and want to put together a mini campaign for my players based around Falcons Hollow. I've picked up the following modules
I've read through Hollows and Crown but haven't got any further. Has anyone else done this already? How did you do it? How does the XP track work out for levelling up? Several if the modules (revenge, carnival, tower) are all for 5th level, I know Revenge is next in the sequence but it seems too soon to run straight after Crown, any suggestions on alternatives before going into Revenge? Finally are there any other modules that I've missed or which could tie in with a little work? I like a good dungeon crawl as much as the next guy but I'd also like some social/investigation/intrigue adventures to mix things up a bit.
The samurai weapon expertise reads:- Weapon Expertise (Ex)
Am I right in thinking a level 4 samurai can take weapon specialisation for his chosen weapon?
I'm a big fan of both those classes but to be honest I kinda like it as it is. I don't think it really needs to change. If it was open to any weapon the character was proficient in, you could have flurrying greatswords by lvl 2. Assuming str 18 fighter/monk +4/+4 or more to hit doing 2d6+6 per hit. Ouch! No,I think its balanced up nicely as it is.
BadBird, the shaman is one of the standout classes and for me has a very different flavour from both parent classes. I do like the brawler but then it is very similar to a house rule pc combo I used where the gm let me skip alignment restriction on monk cross class to fit a specific concept. I like the idea behind the swashbuckler but I'm a bit concerned that the panache rules make the fighter an underpowered choice now. The slayer seems to make the rogue redundant now too. I like the core classes and genuinely feel that the newer classes shouldn't upstage their predecessors in terms of power level. The warpriest, hunter, arcanist, bloodrager etc are good ideas, I guess I just wanted something that was more unique than an almost-but-not-quite multiclass. Then again, they said hybrid and hybrid is what we got.
Personally, I like the Pathfinder system. I've played the d20 games system since 3rd edition was released in 2000 so I figure they must be doing something right! We like using mostly the core rules and assess anything else on a case by case basis. It's not too limit power level but just to keep things from getting out of hand. Yeah, more options are always nice but just because you can doesn't mean you should. I think any preferred imperfections in the system are often largely down to different folks play styles. We tend to be a story-first kinda group so we're not looking for every class to be perfectly balanced and I'm a big believer in defining the character by who they are rather than what(ie race/class/archetype) they are. I've actually started shouting the Fate RPG ideas of using Aspects in character and scenario design. They don't do anything mechanically, it just helps me think out of system. That way I can create the character much more easily and only start assigning stats, classes and levels afterwards. Most other groups I know go with rules first, actual character it's an afterthought.
Sorry if this has been posted by someone else already but I'm new to the message boards. I was just wondering what everyone else's reactions have been to the new hybrid classes in the ACG? I'm a massive fan of Paizo's previous books but the classes in the ACG just left me feeling a bit underwhelmed. I just can't shake the feeling that the majority are just a bit meh! It's probably a result of my own preconceptions but when I was told there would be 10 new hybrid classes I was very keen to see what Paizo would come up with but I just can't help but feel uninspired by them. Ok, yeah they have smoothed out a few of the hiccups from multiclassing the parent classes but they just seem like they have been mashed together. In fairness, I haven't played any of the classes but on paper it looks like they are either a bit meh, or make one of the parent classes redundant (slayer I'm looking at you here!) Let me know what you think of the new classes! I really want to like them, I just need to be convinced so please convince me!! Have you played them? Which ones? How did you get on?
Hi guys,
After reading nobodyshome's RotRL campaign journal recently, I have been inspired to try my hand at DMing once again. I'm mainly a casual pathfinder player and don't DM often. I have a rough idea of Golarion's geography but my knowledge is far from perfect and was wondering if you could offer some advice as to where to place my setting in the world. I'm planning on a large tropical island which was discovered about 2-3 years prior to the start of the game as the basis of the campaign. The island is covered in dense jungles, swamps and rugged hills and mountains. It's rich in natural resources such as exotic woods, veins of precious metal and a surprising amount of sky metal. In addition to the jungles are ruined cities and temples of a lost civilisation. The pcs base of operations will be a small frontier style town of about 700 people willing to take a chance in the unknown to make their fortune or carved out a new life for themselves in the wilderness. I'm hoping that by giving them a home base in a largely isolated wilderness area, they'll build relationships with the locals and actively become part of their new home. Obviously where there are resources to exploit and ancient artefacts to discover, there will be various factions, organisations and entrepreneurs fighting over them. I'm trying to go for a mix up of Indiana Jones, pirates of the Caribbean and Firefly with a good dose of pathfinder thrown in for good measure. My main question is where on Golarion to put it? I was thinking that a trading ship may have been blown far off course from the shackles by a storm unleashed from the eye of adenego. So somewhere far west from the shackles in the fever sea. Would this be a good place to put it out does it contradict existing background information about Golarion? I was thinking about some of the ruins being tied into Ghol-gan but can't find much information on the Ghol-gan empire, can anyone clue me in as to who, or what the Ghol-Gan were and any info about their civilisation? Last of all, has anyone got any other advice that might help me in the form of plot hooks, encounters, quests or rpg material that would give me inspiration? |