[QUOTE=Charm6000;41321885]I'm slowly designing a campaign around an idea I had, however i need some help with making monsters for the first encounter,
setting : the group has been taken prisoner by human pirates an locked up in a cage on their ship, plot happens, then the first fight is against 3 or 4 pirates, and then after them the pirate captain (and his pet parrot)
however, been my first campaign i have no real idea how to make custom monsters.
I'm going to make them CR 1/2 or 1 and the pirate captain a CR 2 (and his parrot a CR 1/2), but apart from that I'm stuck[/QUOTE]
Typically, for non-bbeg or otherwise cannon fodder monsters, their ability scores are 13, 12, 11, 10, 9, 8, for weaker stuff, or 15, 14, 13, 12, 10, 8 for more difficult stuff. I'm not 100% sure but there's a chance that's meant to be applied to all NPCs, but I've just been giving legit stats to mobs I don't intend the players to have an easy time fighting.(Although most have died before their +3 strength mod got a chance to be scary.)
[QUOTE=Rats808;41322318]Typically, for non-bbeg or otherwise cannon fodder monsters, their ability scores are 13, 12, 11, 10, 9, 8, for weaker stuff, or 15, 14, 13, 12, 10, 8 for more difficult stuff. I'm not 100% sure but there's a chance that's meant to be applied to all NPCs, but I've just been giving legit stats to mobs I don't intend the players to have an easy time fighting.(Although most have died before their +3 strength mod got a chance to be scary.)[/QUOTE]
I tried doing complete stat-based stuff for all my monsters in the first campaign I ever did, and it just did not work out because I was so unmotivated to actually do that stuff that I just gave up on it.
As it stands, for the campaign I'm actually doing, I just tend to pull things straight from the books (which usually works out easily enough) and for custom things I tend to not bother mathing out most of the stats beyond just HP, saves, relevant immunities and attacks and maybe spot or listen ranks if I honestly expect my PC's to try to stealth
Then again, all my custom-made stuff is usually just one template or so, or stealing a class feature or silly ability
I did rather like my group of wall-running dancing zombie elves though, that was a fun encounter
The problem is, that all the creatures I have actually statted out right now are things that the PC's are currently working for and who might actually live to see later encounters, because my group gets so easily distracted that actually planning anything for a single session is a fools errand
[QUOTE=Charm6000;41321885]I'm slowly designing a campaign around an idea I had, however i need some help with making monsters for the first encounter,
setting : the group has been taken prisoner by human pirates an locked up in a cage on their ship, plot happens, then the first fight is against 3 or 4 pirates, and then after them the pirate captain (and his pet parrot)
however, been my first campaign i have no real idea how to make custom monsters.
I'm going to make them CR 1/2 or 1 and the pirate captain a CR 2 (and his parrot a CR 1/2), but apart from that I'm stuck[/QUOTE]
Look at the stats of existing monsters to get a rough idea of what your own guys'll have, or even take the stats of an existing monster and either tweak it or just rename it.
My latest campaign is getting to an end, so I thought Kingmaker would be awesome :v: Am I getting myself into too much?
Kingmaker is good but it has a habit of being really REALLY slow to start, and then your players may get bored during the campaign.
A lot of people have been talking about Pathfinder Ultimate lately, which seems to take the best bits of Kingmaker and integrates it into Pathfinder, allowing you to branch off and do some lean mean adventuring alongside kingmaking
[QUOTE=No Party Hats;41330509]Kingmaker is good but it has a habit of being really REALLY slow to start, and then your players may get bored during the campaign. [/QUOTE]
Or GM.
:arghfist::(
[QUOTE=Asgard;41330047]My latest campaign is getting to an end, so I thought Kingmaker would be awesome :v: Am I getting myself into too much?[/QUOTE]
You're better off using the Kingdom rules in the Pathfinder Ultimate Campaign Guide to make your own campaign.
What exactly is so slow about Kingmaker?
[QUOTE=Asgard;41335916]What exactly is so slow about Kingmaker?[/QUOTE]
A campaign of Kingmaker is long term, with player characters starting at Level 1 and ending it at around Level 17. This is with medium XP progression and as anyone can tell you gaining 1,900,000 XP is going to take a very long time.
[editline]6th July 2013[/editline]
Also considering reading [url=http://morrisonmp.wordpress.com/2011/10/31/720/]this article[/url] to get a sense of Kingmaker's shortcomings.
That's assuming you use the 'official' rules for it instead of just running your game as a kingdom-building one and tweaking progression to suit
The Pathfinder Ultimate Campaign rules do indeed seem to be a bit more expansive and interesting. I'm not sure if I could create such an interesting campaign as Kingmaker's though
The other neat thing about the Ultimate Campaign book is that "Kingdom" management can apply to anything, from a village to an Empire.
There's also a downtime section which covers what your character does in between adventures, including rules for running a business.
Ehh making character sheets is such a trek. Is there any programs out there that make them for you, but you put in certain parameters? I'm probably just being lazy and procrastinating making character sheets.
[QUOTE=MaroonMak;41343419]Ehh making character sheets is such a trek. Is there any programs out there that make them for you, but you put in certain parameters? I'm probably just being lazy and procrastinating making character sheets.[/QUOTE]
Yeah there's Hero Lab, though it's not free
[QUOTE=MaroonMak;41343419]Ehh making character sheets is such a trek. Is there any programs out there that make them for you, but you put in certain parameters? I'm probably just being lazy and procrastinating making character sheets.[/QUOTE]
Myth-weavers also does some of the job for you via an online character sheet.
[QUOTE=MaroonMak;41343419]Ehh making character sheets is such a trek. Is there any programs out there that make them for you, but you put in certain parameters? I'm probably just being lazy and procrastinating making character sheets.[/QUOTE]
Just google "[system you're making sheets in] character sheet program" or something similar. There's quite a bit of that stuff out there (though finding a working char sheet program for Cyberpunk 2020 took me a while, most of that stuff out there is DOS based and doesn't work anymore)
Game tomorrow/today might be a little late, but if it is we'll run it later if people are up for it.
What if I, firstly, use the Pathfinder Ultimate rules for kingdom building within Kingmaker, and secondly, start dropping hints about the plot earlier to make it more interesting. Would that make a more interesting campaign?
I may need another player for my Pathfinder game, you'd need to be able to make 1700-1800 GMT friday or saturday, possibly sunday depending on people schedules, we organise things in a skype group and play on roll20.net.
It's set in a city that's over run with bad shit (ever watch The Mist? something like that) and we already have a party face, so don't play a socialite, so far the party consists of a paladin, a inquisitor (so no evil characters in the interest of keeping the party cohesive), a variant ranger that doesn't get magic and a very dead druid. Send me a PM if you're interested, let me know if you've played PF or D&D 3/3.5/4e before and what kind of character you're thinking of playing.
Played a game of GURPS in which each character started off in a different location and had their own story lines to follow today. The players seemed to really enjoy it which i think is in part due to the world i had spent ages making. Not that the world itself is particularly creative or anything, it's just that everything in the world is new to the players, so a wizard isn't called a wizard and their spells don't work in exactly the same way as standard fantasy spells would etc.
It's really interesting being able to introduce these concepts to the players in different contexts and seeing them form different opinions and have different reactions to them based on their initial encounter and information given to them by companion characters, and their own roleplaying of course.
Gurps is fun.
Speaking of GURPS, My (really Hjort's) group is starting a game of GURPS soon in a homebrew setting. What's everyone's opinion on the system? Good? Bad? Ugly? Mixed?
[QUOTE=DiscoInferno;41348271]Speaking of GURPS, My (really Hjort's) group is starting a game of GURPS soon in a homebrew setting. What's everyone's opinion on the system? Good? Bad? Ugly? Mixed?[/QUOTE]
Awesome but potentially clunky
Anyone know of successful chaotic evil stories?
[QUOTE=Asgard;41349504]Anyone know of successful chaotic evil stories?[/QUOTE]
Ferris Bueller's Day Off
First session of new D&D campaign: [b]Three[/b] critical failures in a row with a flail to the balls each time.
I'm pretty sure my character is sterile now.
[QUOTE=LobsterPastry;41350024]First session of new D&D campaign: [b]Three[/b] critical failures in a row with a flail to the balls each time.
I'm pretty sure my character is sterile now.[/QUOTE]
I'm pretty sure he was sterile the first time.
[QUOTE=Asgard;41349504]Anyone know of successful chaotic evil stories?[/QUOTE]
I was gonna say Wall Street, but that's more lawful evil... debateably at least.
Exalted Storytime: 5th edition
So after the zombie-splosion at the end of last session, there was a small argument over whether we should stay in the manse and explore, or start building a boat so we could leave the island. We eventually settled on leaving, but on the way to the beach, there was a sudden earthquake, and a bunch of black bugs of varying sizes came out of the ground. Elowin, being the wimp he is, hopped on his windblade and flew above us again, meanwhile the bugs seemed to disappear for a second. In reality, they were just hiding and waiting for a chance to swarm us, but only I knew that. So, babby's first necromancy spell was cast, and there was another very small earthquake after which splinters of bone and ribbons of flesh rose from the ground and started spinning around me like tornado-force winds, scaring the bugs off. We started building the a raft large enough to support the whole party, although after about 15 minutes the flesh and bone winds ceased, so Elowin caused [i]another[/i] mini-earthquake, after which some tentacles made of magma shot out of the ground and defended us from the bugs while we continued to build, and eventually set out from the eastern edge of the island.
After a few days, we hit land. Something felt off to most of us, though, and Elowin hopped on his windblade again to have a quick look around. He returned a few minutes later, and informed us we were pretty much on the last place any of us except Trooper would want to be, the Blessed Isle: home of non-terrestrial exalt haters. After a great deal of arguing, we eventually decided to follow Trooper in to a town, pretending to be his servants, and secure passage on a ship so we could leave the island.
The best part of all of this: I [i]didn't[/i] have a near-death experience, for once.
It's humorous that you don't think being an abyssal on the Blessed Isle is considered a near death experience. :v:
[QUOTE=Oliolio;41354081]It's humorous that you don't think being an abyssal on the Blessed Isle is considered a near death experience. :v:[/QUOTE]
Well, I still have full health and I didn't [i]almost[/i] die, so until I am only a few health levels away from death I don't consider anything a near-death experience.
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