the David |
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I've mentioned this before, but one of Meyanda's feats is wrong. She could get Deadly Aim or Exotic Weapon Proficiency at level 3 and Craft Magic Arms and Armor at level 5. If she takes her first level as ranger however, she could take both Deadly Aim and Exotic Weapon Proficiency, but not Craft Magic Arms and Armor.
My solution would be to drop Craft Magic Arms and Armor and replace it with another feat.
Joseph Wilson |
1 person marked this as a favorite. |
I've mentioned this before, but one of Meyanda's feats is wrong. She could get Deadly Aim or Exotic Weapon Proficiency at level 3 and Craft Magic Arms and Armor at level 5. If she takes her first level as ranger however, she could take both Deadly Aim and Exotic Weapon Proficiency, but not Craft Magic Arms and Armor.
My solution would be to drop Craft Magic Arms and Armor and replace it with another feat.
I'm going to leave it as-is, because it doesn't impact gameplay at all.
James Jacobs Creative Director |
the David wrote:I'm going to leave it as-is, because it doesn't impact gameplay at all.I've mentioned this before, but one of Meyanda's feats is wrong. She could get Deadly Aim or Exotic Weapon Proficiency at level 3 and Craft Magic Arms and Armor at level 5. If she takes her first level as ranger however, she could take both Deadly Aim and Exotic Weapon Proficiency, but not Craft Magic Arms and Armor.
My solution would be to drop Craft Magic Arms and Armor and replace it with another feat.
This would be my suggestion.
the David |
Joseph Wilson wrote:This would be my suggestion.the David wrote:I'm going to leave it as-is, because it doesn't impact gameplay at all.I've mentioned this before, but one of Meyanda's feats is wrong. She could get Deadly Aim or Exotic Weapon Proficiency at level 3 and Craft Magic Arms and Armor at level 5. If she takes her first level as ranger however, she could take both Deadly Aim and Exotic Weapon Proficiency, but not Craft Magic Arms and Armor.
My solution would be to drop Craft Magic Arms and Armor and replace it with another feat.
Uh, duh. You're right. It's just a bit annoying to find a mistake like that.
James Jacobs Creative Director |
7 people marked this as a favorite. |
James Jacobs wrote:Uh, duh. You're right. It's just a bit annoying to find a mistake like that.Joseph Wilson wrote:This would be my suggestion.the David wrote:I'm going to leave it as-is, because it doesn't impact gameplay at all.I've mentioned this before, but one of Meyanda's feats is wrong. She could get Deadly Aim or Exotic Weapon Proficiency at level 3 and Craft Magic Arms and Armor at level 5. If she takes her first level as ranger however, she could take both Deadly Aim and Exotic Weapon Proficiency, but not Craft Magic Arms and Armor.
My solution would be to drop Craft Magic Arms and Armor and replace it with another feat.
More annoying if you're the one who should have caught the error in the first place, trust me.
Ayanzo |
3 people marked this as a favorite. |
Has anyone had any particular plans for Val Baine? I've got her planned out to be a little bundle of 13 year old energy. She cares deeply for Khonnir who's adopted her and feels a strong obligation to go with the party should a player have the Local Ties trait, even stronger so if they're foster siblings.
"He's my Father too you know! You might be bigger, but I care just as much as you do, perhaps even more so!" Val grasps at a small trinket at her neck, a collection of bolts melded into a crudely shaped fox. "Besides.." forcibly shoving away a tear. "For everything he's done for me... for you.. I can't simply stand by when the only family that's ever cared for me is in danger as I sit and wait!.." Val visibly breaks down in tears as she clings to <player name>'s chest. "I....I don't want to be alone anymore.."
DRAMA POTENTIAL
Might even have her sass Meyanda to cause her to try and shoot her at the end. Man.. pulling the heart strings!
Oliver Veyrac |
the David wrote:More annoying if you're the one who should have caught the error in the first place, trust me.James Jacobs wrote:Uh, duh. You're right. It's just a bit annoying to find a mistake like that.Joseph Wilson wrote:This would be my suggestion.the David wrote:I'm going to leave it as-is, because it doesn't impact gameplay at all.I've mentioned this before, but one of Meyanda's feats is wrong. She could get Deadly Aim or Exotic Weapon Proficiency at level 3 and Craft Magic Arms and Armor at level 5. If she takes her first level as ranger however, she could take both Deadly Aim and Exotic Weapon Proficiency, but not Craft Magic Arms and Armor.
My solution would be to drop Craft Magic Arms and Armor and replace it with another feat.
We just treat it as if she retrained the feat so she could enchant her item.
Oliver Veyrac |
*** Spoiler removed
Ayanzo |
** spoiler omitted **
Oliver Veyrac |
2 people marked this as a favorite. |
Oliver Veyrac wrote:** spoiler omitted **** spoiler omitted **
But as it says in the Player's Guide to Iron Gods, Don't Touch anything you are unfamiliar with!
moon glum RPG Superstar 2015 Top 8 |
I notice that skulks do not have darkvision. What do the skulks use for light? Should I make them mutant darklands skulks with darkvision, or should I give them some pet fire beetles in cages hanging here and there. Should there be a continual flame torch somewhere? What do people think?
Codanous |
Some of you guys have gotten really far, for the skulks I just had crude torches attached to the wall, I mean they do live there, it makes sense they'd furnish it a little bit.
For Val I have her as a 16 happy go lucky mechanic/alchemist, similar if you've seen Full Metal Alchemist to a Winry Rockbell character. She could likely end up being a player character if things go poorly.
As a point of note, I have to say I love the maps for this AP, easily the best quality maps.
How are you guys doing the desert encounters, it's such a great map but I'll likely just have them in the middle be beset by skeletons in waves. Fighting at the top of bluff as hordes of alien skeletons charge up the dunes at them.
Ayanzo |
** spoiler omitted **
How are you guys doing the desert encounters, it's such a great map but I'll likely just have them in the middle be beset by skeletons in waves. Fighting at the top of bluff as hordes of alien skeletons charge up the dunes at them.
For Val I have her as a...
Codanous |
moon glum wrote:** spoiler omitted **** spoiler omitted **
Codanous wrote:
How are you guys doing the desert encounters, it's such a great map but I'll likely just have them in the middle be beset by skeletons in waves. Fighting at the top of bluff as hordes of alien skeletons charge up the dunes at them.** spoiler omitted **
Codanous wrote:** spoiler omitted **
For Val I have her as a...
Yeah for the desert fight, it lists there being 7 skeletons total, I figured I'd have them encounter one, which alerts the BBEG who assumes control to watch and then I'll allow perception checks vs stealth to see skeletons approaching from every direction, I figure if I give them high ground, six players versus six skeletons shouldn't be too hard, especially if they are fully rested which they will be.
And then for Val I made her a 17-18 year old who is right on the brink of alchemist/wizard, it'd be enough to make me want to bring the Artificer from 3.5/Eberron and give her a level of that. I have that right now if she needed 100xp to transfer from a 0-level to a 1st level character she is at 99xp. If they decide to take her then she'll "unlock" her true potential.
I am not using spoilers because I figure this is the GM thread, if any players purposely come in here than they are wanting spoilers
Ayanzo |
I am not using spoilers because I figure this is the GM thread, if any players purposely come in here than they are wanting spoilers
Well it wasn't marked as official so I was just making sure, but I suppose that flies just as well.
Hmmm .. "Assuming Control" well now, that could be altered to make the skeletons advanced as an errie glow escapes their long dead eye sockets... alien chants in Kasatha as Hetuath moves from skeleton to skeleton upon its defeat (requiring one round after his vessel is destroyed).
Codanous |
Codanous wrote:
I am not using spoilers because I figure this is the GM thread, if any players purposely come in here than they are wanting spoilersWell it wasn't marked as official so I was just making sure, but I suppose that flies just as well.
Hmmm .. "Assuming Control" well now, that could be altered to make the skeletons advanced as an errie glow escapes their long dead eye sockets... alien chants in Kasatha as Hetuath moves from skeleton to skeleton upon its defeat (requiring one round after his vessel is destroyed).
That's how I would do it as well, the one he controls gains the quick advances template, +2 to all rolls, and gives off an alien glow from the eyes, perception to recognize something is off with this particular skeleton. Having it take a round in between deaths is a good idea, good balancing factor.
I think it will make it feel like they are really entering alien territory and are not welcomed and treated as defilement and intruders.
Furry Grognard |
Thinking out loud here:
I am wondering, as a GM, how can I cleverly add a living Androffan human as an NPC patron, or as a PC option?
I'm hooked on the idea of one or more humans related to the ancient crew arrived on Golarion, or survived in stasis since the crash and recently released by some androids, and now stranded on a world of magic they do not understand, but they are well versed in all things technological... A "fish out of water"/John Carpenter on Golarion, lol, situation. This could make an interesting ally down the road, or rival, or an amusing party member who has to learn common and cannot explain things he knows to other party members until much later as the AP develops...
Ayanzo |
Thinking out loud here:
I am wondering, as a GM, how can I cleverly add a living Androffan human as an NPC patron, or as a PC option?
I'm hooked on the idea of one or more humans related to the ancient crew arrived on Golarion, or survived in stasis since the crash and recently released by some androids, and now stranded on a world of magic they do not understand, but they are well versed in all things technological... A "fish out of water"/John Carpenter on Golarion, lol, situation. This could make an interesting ally down the road, or rival, or an amusing party member who has to learn common and cannot explain things he knows to other party members until much later as the AP develops...
As an NPC, you could perhaps, but as a player PC that would be very difficult. They would both know about the mad AI within divinity as well as many areas of the ship, spoiling the discovery later on. In my opinion I think it's just too much spoiler, but you could work it around a bit.
Neongelion |
Furry Grognard wrote:As an NPC, you could perhaps, but as a player PC that would be very difficult. They would both know about the mad AI within divinity as well as many areas of the ship, spoiling the discovery later on. In my opinion I think it's just too much spoiler, but you could work it around a bit.Thinking out loud here:
I am wondering, as a GM, how can I cleverly add a living Androffan human as an NPC patron, or as a PC option?
I'm hooked on the idea of one or more humans related to the ancient crew arrived on Golarion, or survived in stasis since the crash and recently released by some androids, and now stranded on a world of magic they do not understand, but they are well versed in all things technological... A "fish out of water"/John Carpenter on Golarion, lol, situation. This could make an interesting ally down the road, or rival, or an amusing party member who has to learn common and cannot explain things he knows to other party members until much later as the AP develops...
I'm doing it for a PC, but his player has amnesia and fully believes he is a Golarion native. I don't plan on revealing this aspect of the character until the final book, but in the meantime, foreshadowing and vague flashbacks ahoy!
Oliver Veyrac |
@ Oliver, how is it that you have already gotten to the end so soon?
Our group plays 16 hour sessions which doesn't take us much. They bring a total of 3 characters each just in case of death. I never hold punches and we do open rolling, No DM sheet, etc. We try to play when we have a chance (or when their family wants to choke them out) since we are a club. Most of the club members are close friends and I help watch friend's kids by doing this (they are in Middle/Highschool) so it's their summer time. Parents need breaks from time to time. As they always say, if they are busy doing something, it's alot better then doing something stupid.
Oliver Veyrac |
I'm doing it for a PC, but his player has amnesia and fully believes he is a Golarion native. I don't plan on revealing this aspect of the character until the final book, but in the meantime, foreshadowing and vague flashbacks ahoy!
I'm hooked on the idea of one or more humans related to the ancient crew arrived on Golarion, or survived in stasis since the crash and recently released by some androids, and now stranded on a world of magic they do not understand, but they are well versed in all things technological... A "fish out of water"/John Carpenter on Golarion, lol, situation. This could make an interesting ally down the road, or rival, or an amusing party member who has to learn common and cannot explain things he knows to other party members until much later as the AP develops...
Interesting fact, the Technic League was also started by a surviving crew member and she was a pretty good person. Unfortunately, she ended up being betrayed by one of her close friends which is what eventually turned the technic league into the evil organization that it is.
That is in the Numeria Gazateer thingamajigger.
Ayanzo |
The Ghelarn's entrap special ability is due to the sticky fluid that is secreted in a 10 foot radius of it. This behaves as an attack (setting a trap in a 10ft radius) or is it a passive ability that's just there as the creature is basically a passive hunter? If the second clause, I'd assume this only works once requiring it to reset its goo.. or is it per square?
Codanous |
Codanous wrote:If you have the Numeria campaign setting it talks about and lists original crew members living in hiding in some of the cities.Wait what?
Seriously? Which page?!?
Page 12 and 13, in the gazetteer on Majoth Hakados, the Mayor as well as another citizen.
The Ghelarn's entrap special ability is due to the sticky fluid that is secreted in a 10 foot radius of it. This behaves as an attack (setting a trap in a 10ft radius) or is it a passive ability that's just there as the creature is basically a passive hunter? If the second clause, I'd assume this only works once requiring it to reset its goo.. or is it per square?
My understanding is if they step in the area of effect there is a fortitude save to not be stuck and thus entangled. That special ability's description is found in Beastiary 2 in the back.
Ayanzo |
I made it a passive ability when we played. Just was easier that every round on the player's turn they had to make the save.
Sounds about right, makes melee difficult, as well as for anyone trying to flank it. (I positioned it just outside the doors into the dome, so it blocks). I'm a bit worried about the helpless condition on a second failure,but the creature is more inclined to rid itself of threats before consuming its millennial dinner. May even have it try to grapple and burrow with the body, possibly going 300 ft into the module towards the caves.
Ayanzo |
I am really not quite sure yet how I'm going to handle it, I imagine it'll die pretty quickly in my game.
It has the carapace special ability to grant itself total cover unless its shell is sundered. If it has lost about 50% of its hitpoints (adjust on how good your players hit it), you can cause it to retreat, giving time for the entrapment to work. It can also burrow down into the ground while withdrawn to escape, I'd wager this will only happen at 25% hitpoints or so.
Crustypeanut |
Anyone have any trouble with wizards/alchemists/arcanists and the water entry to the caves? Anyone cruel enough to torture their PCs if they forget to bring a waterproof bag? :P
Ah, that short trip underwater brings me back to my Skull and Shackles campaign..
Also, anyone notice that Baine doesn't have a scroll case/scroll box? How'd he get his scrolls in there safely? One can easily assume that he has one, but considering they put enough detail in what he's carrying to include a winter blanket, cold weather's outfit, and flint and steel, one wonders why they didn't include the all important water-tight scroll case.
I hope he can hold his breath while they bring him back out of the caves, as he doesn't have Water Breathing!
Codanous |
I hope he can hold his breath while they bring him back out of the caves, as he doesn't have Water Breathing!
That's a really good point, I probably would have overlooked that too. When my players get there, we play next on 8/26 they will likely make it that far, I'll post what happens.
Neil Spicer RPG Superstar 2009, Contributor |
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Considering Khonnir's good friend, Joram the priest of Brigh, offered to cast water breathing on the PCs so they could explore the caves, wouldn't it stand to reason he did something similar for earlier adventurers (including Khonnir)? Even failing that, it's fair to assume Khonnir could have had his own alchemical means of getting past the water "hazard." As for his scrolls, just assume he had a water-tight container of some kind. He's savvy enough to plan ahead even if we didn't include every little piece of gear.
Crustypeanut |
It has been two days since Khonnir has gone into the caves - I'm sure he had it when they went in, but it would have expired by now. And by two days, thats at the start of the adventure. It'll probably be another day or two before the players rescue him.
And yeah, I'm assuming he has a water-tight scroll case, I was more jesting than anything else about that. What wizard worth his salt doesn't have a scroll case? (Though he IS an arcane bomber.. so he might not be worth his salt :P Kidding!)
Neil Spicer RPG Superstar 2009, Contributor |
1 person marked this as a favorite. |
It has been two days since Khonnir has gone into the caves - I'm sure he had it when they went in, but it would have expired by now. And by two days, thats at the start of the adventure. It'll probably be another day or two before the players rescue him.
Yep. It definitely will have expired, and that'll present an all new challenge in getting him out. The same goes for the PCs if they don't track how much time they spend in the caves below Torch. It's all part of the hazards of being an adventurer. ;-)
Crustypeanut |
Indeed!
I also just noticed something. The Advanced Ghelarn in the Kasatha Caves - there's a typo in its Hp. A regular Ghelarn has 22 hp and it says that the Advanced Ghelarn also has 22 hp. Its supposed to be 28, I believe (+2 Hp per HD, 3 HD)
I must say though, this campaign is going to be awesome. The first book by itself is great! My players are already coming up with Guardians of the Galaxy-ish characters, including an Orc Barbarian named Groog and a Ratfolk Gunslinger to keep him in line. XD
Also, as far as the Ghelarn goes, is it a standard action to retreat into its carapace? Automatic at the end of its turn? The description doesn't say.
Ayanzo |
Also, as far as the Ghelarn goes, is it a standard action to retreat into its carapace? Automatic at the end of its turn? The description doesn't say.
It does not say. I'd wager it's a standard, but then again it is a shell like creature so it may be a move. I'd say it's GM discretion (higher or lower difficulty) until a dev clarifies it.
Crustypeanut |
I like the idea of it wacking someone with a tentacle then hiding in its shell in the same turn. Makes it a game of wack-a-mole while the alien goes peek-a-boo with a tentacle attack. Meanwhile, everyone who goes near it potentially gets entrapped and bled from below. Move action it is. (Until Dev Clarification)
I mean its only withdrawing its tentacles and sensory organs back into the shell to gain the full cover, not its entire body (Which is already in the shell, granting it the +5 Natural Armor)
Edit: @Joseph: Agreed!
Codanous |
Hey guys, I notice in Meyanda's gear she doesn't have a holy symbol listed, I suggest adding a silver holy symbol of Hellion worth 50 gp to her equipment.
It also brings up an important question of what the heck does Hellions holy symbol look like? It says the second book gives more information on Hellions front, I hope they also show what his holy symbol is.
James Jacobs Creative Director |
Codanous |
Hellion's holy symbol is a spiked gauntlet, and yes, Meyanda should have one. His holy symbol is illustrated in the 2nd adventure on a few pieces of armor—it basically looks like a robotic pincer/claw, open and reaching upward.
That's probably the coolest holiest symbol in the inner sea. I'll be excited to see the artwork of it.
Crustypeanut |
Question!
Do the players have to save vs the Blindheim's Blinding Gaze only once, or once per round (Likely on the Blindheim's turn) while they remain within 30 ft of it?
Makes sense the latter, as staring at a bright light for too long.. well, you tend to go blind. If it is the latter, that makes the Blindheim surprisingly dangerous.
Neil Spicer RPG Superstar 2009, Contributor |
2 people marked this as a favorite. |
Hey guys, I notice in Meyanda's gear she doesn't have a holy symbol listed, I suggest adding a silver holy symbol of Hellion worth 50 gp to her equipment.
Hmmm...that's odd. I could've sworn I included that in her gear. But, I double-checked my turnover and I apparently left that out. My bad. But, sounds like you have it in hand. A silver holy symbol of Hellion would definitely be the way to go.