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Im running it currently, we are getting ready to enter the bath house in 'Drakthar's Way'. We had a tpk (vs. Kazmojen) originally at the end of 'Life's Bazaar' waaaaay back, this new party has rescued the two surviving members from the old party. One member of the old party has joined the new group and we continued on from there. Great campaign, it's definately my favorite d20 product released to date.
Some helpful hints. If you are running with a small group, the four core classes are probably optimal. Make sure the party's cleric doesnt take a prestige class that sacrifices spell progression.
Also having a Rogue with maxxed out ranks in Use Magic Device is excellent (for Wands of Cure ). Sleep and Color Spray are great spells for the early levels. The Shackled City is a lot of fun but it's a slaughterhouse.
Just as a heads-up, there are several places where you get bad guys that can easily TPK an unlucky or unprepared party. For example, there's a place in 'Zenith Trajectory' where the party (6th level at this point) is hit by 3 EL9 encounters in rapid succession. There's also a lot of dragons (always a potential TPK if run well).
Finally, at the high end there's lots of bad guys that can use blasphemy, and who will almost always be above the party level (no save, and SR unlikely to be of much good). I'd highly recommend it, but with either a base party of 6 or with +1 the suggested level for each module. I haven't seen the hardcover yet but I understand they inserted another short adventure to help mitigate this issue. Also, in my fictional treatment of TSC I kept the pace fast (and in the modules there are often long stretches where the party doesn't have access to stores/cities/R&R). I'd recommend adding some breaks for item creation and/or visiting 'Sassarine', as suggested in the campaign.
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A new year and courtesy of my wife a new Adventure Path hardback to play through. An abbreviated 16 1.
System: DnD 3.5 played on this forum with the forum dice roller 2. Character creation - 4d6b3 for stats or 28PB. If you roll and don't like the stats you may use a 26pb - level 1, 0XP - HPs: Max first level, rolled afterwards (but minimum average -0.5, e.g. 3 on a d6, 4 on a d8). Traits: choose 1 campaign trait (see below) - Flaws: you may choose 1, but I reserve right to veto (e.g.
Wizard with noncombatant or fighter with inattentive when he's no intention of taking spot/listen ranks - Races: most from allowed sources. If you want a LA+1 ask. No fey or silly fey templates. No lesser plane touched.
Homebrew: you can ask but I'm pretty sceptical of most of it. Wealth: standard by class - Alignment: no evil - multiclassing: normally ignored unless its outrageous dipping - Optimisation: middling. But outrageous cheese will be banned as will known offenders (e.g shivering touch, infinte action loops, free wishes. Persistent spell is banned, as are stacking metamagic reducers).
Shackled City Pdf
Sourcebooks (Starting list) Core + PHB 2 and DMG 2 Complete (warrior, divine, arcane, adventurer, mage, scoundrel) Races of (Stone, Wild, Destiny) Spell / Magic Item compendium Tome Magic (binders only) - Any wizards stuff not on the list please ask. I find it easier to start with a small list and have people ask than have a massive open list and people overoptimise. House rules - level 1 is gestalt (but only level 1!) - More to follow Traits.
Child Of Jzadirune – Gnome Only One of your ancestors lived in Jzadirune, one of the old underground Gnomish enclaves, at the time of the spreading disease that led to it’s fall. As such, you are especially resistant to diseases, but you find the prospect of becoming sick horrifying. Benefit – You gain a +2 bonus on all saving throws made to resist the effects of disease. Drawback – You suffer a -2 morale penalty on saving throws against fear when you are fighting creatures that are diseased or can inflict disease with a spell, supernatural ability or extraordinary ability. Roleplaying Ideas – Your dreams are often haunted by visions in which you catch a disease and slowly whither away. Demonscarred One of your ancestors was a half-fiend.
As a result, you carry some of that taint with you. Benefit – Regardless of your actual alignment, spells, and spell-like abilities with the evil descriptor treat you as if your alignment were evil.
Magic items are similarly fooled. An unholy blight spell, for example, won’t damage you, no matter what your actual alignment is. Drawback – Regardless of your actual alignment, spells and spell-like abilities with the good descriptor treat you as if your alignment were evil. Magic items are similarly fooled.
A holy word spell, for example, will harm you even if you are good aligned. Roleplaying Ideas – You are moody, gloomy and have a short temper. Dream Haunted Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of these dreams, you are the deformed monster!
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Benefit – You are used to fatigue, and suffer no penalties when you become fatigued. When you become exhausted, you are instead treated as if you are fatigued. Drawback – You suffer a -2 penalty on saving throws against effects that cause madness or insanity, and on saving throws against sleep effects. If you are normally immune to sleep effects, you lose that immunity. Roleplaying Ideas – You are always tired, though not to the point of fatigue.
You tend to nod off when bored and sometimes find it difficult to remember minor, relatively unimportant bits of information. Long Shadowed You are descended from a tribe of indigenous peoples who died out as a separate tribe many centuries ago.
Still, this tribe’s penchant for necromantic magic runs in your blood. Benefit – You automatically stabilize if reduced to negative hit points.
When you take damage from negative energy, you reduce the actual damage you take by 5 points. Drawback – Healing magic works poorly on you. Whenever you regain hit points from magical healing, you gain 1 less point of healing per character level you possess, to a minimum of one point per die rolled. Roleplaying Ideas – You are somewhat morbid and intrigued by death and undeath, even if these interests are purely to learn more about your enemies. Mark Of The Beast One of your ancestors was a lycanthrope. Benefit – Select a predatory animal of your choice; that animal feels a mystic bond with you. Animals have a strange reticence when they attack you, and suffer a -2 penalty on all attack rolls made against you.
If you have the wild empathy ability, you gain a +1 bonus on wild empathy checks. Drawback – You suffer a -4 penalty to saving throws made to resist lycanthropy, and take +1 point of damage from attacks made by silver weapons. Roleplaying Ideas – You have a curious animal magnetism that is at once intriguing and disturbing. Your manners might be a bit crude, but you’re loyal to your friends. Nobility You were born into a noble family. Benefit – You start play with an additional 200 gp, and gain a +1 bonus on all Diplomacy and Intimidate checks made against citizens of Cauldron or the nearby villages. Drawback – You are well-known and recognizable, and suffer a -4 penalty on Disguise rolls made against citizens of Cauldron or the nearby villages.
Roleplaying Ideas – You might be haughty, impatient or condescending to others. You might spend money frivolously, believing that there’ll always be more income to be had. Scion Of Surabar You are a descendant of the man who discovered Cauldron, helped settle the region, and aided in the defeat of an ancient demonic army. Benefit – Pride for your lineage girds your mind and soul. You gain a+2 morale bonus on saving throws against fear, death effects, and insanity or confusion. Drawback – Certain demons that may be encountered in this region can instinctively sense your lineage and connection to their old enemy, and gain a +1 morale bonus on attack rolls and weapon damage rolls when fighting you. Roleplaying Ideas – You are proud of your heritage, and quick to anger if another mocks it.
You find demons intolerable and some might see you as haughty or imperious. Touched In The Head You’re a little crazy. Benefit – Your mind is disorganized and chaotic. You gain a +1 bonus on all saving throws against mind-affecting effects, save for those effects that cause confusion or insanity. Drawback – Your inability to concentrate for long makes you suffer a -1 penalty on all Wisdom-based skill checks. Roleplaying Ideas – You have a number of strange quirks (whistling off-key, eating raw meat, a nervous tic, a tendency to scream at odd moments, etc) that can make you difficult to get along with. Wyrm Blooded One of your ancestors was a half-black dragon.
You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the backs of your hands, or tiny vestigial horns on your head. Benefit – You gain a +4 bonus on all saving throws against acid effects, a +2 bonus on Swim checks, and a +1 bonus on Listen and Spot checks. Drawback – Your body isn’t quite as limber as it should be. You take a -1 penalty on Reflex saves Roleplaying Ideas – You have an intensity about everything you do, and your emotions are powerful and often difficult for you to control. Any questions please ask. The City of Cauldron Population: 4,500 adults (large town).
Mixed (79% human, 9% halfling, 5% gnome, 3% dwarf, 2% elf, 1% half-elf, 1% half-orc). Economy: (3,000 gp limit) Coffee, exotic woods, cut gemstones, obsidian, dyes, spices. Authority Figures: Lord Mayor Severen Navalant, male human; Terseon Skellerang, male human (captain of the Town Guard). Town Emblem: A watchful eye wreathed in blue flames.
Description: Believed to have been founded by Surabar Spellmason, Cauldron is the most populous area in the Cauldron Region. Nearby villages include Redgorge, Kingfisher Hollow, and Hollowsky. The Cauldron region is in a subtropical jungle The town’s buildings, tightly packed and built from volcanic rock and wood, line the inner bowl of a nameless, dormant volcano. The elevation keeps Cauldron’s temperatures below that of the surrounding jungle, giving Cauldron a roughly temperate climate. Cobblestone roads form concentric circles around a small lake of cold water, which fills the volcano’s basin. Although the town’s sewage seeps into the lake, local clerics routinely purify the water for the citizens in exchange for charitable donations to their temples.
A 50-foot-tall fortified wall of black malachite encircles the city, tracing the outer rim of the volcano, becoming major thoroughfares that lead to other towns and distant realms. The districts nearer the rim of the city tend to be occupied by upper class families and elite merchants. The closer one gets to the centre of town (and the closer to the pungent odours of the central lake), the shoddier the construction and the more dangerous the dark alleys. Houses directly on the lake are often built with stilts to protect against flooding during the rainy season in winter. Smaller avenues connect the four main roadways (from outer to inner, the avenues are named Obsidian, Magma, Lava, and Ash), which form concentric terraces down to the lake in the centre of the town.
Cauldron is ruled by a Lord Mayor, elected to his position every two years. The post is currently held by Severen Navalant, whose term expires in roughly 20 months. Other important individuals in the city include Terseon Skellerang, captain of the guard, the members of the noble families, and Cauldron’s few wealthy merchant interests.
Cauldron's major exports come from two sources: mines and plantations. Both industries are based in the hills surrounding the city, and are managed by the various noble families who live in the area. Obsidian and diamonds are the primary products mined in the region. Plantations usually produce sugarcane and coffee. Most of those who dwell in the city itself are either merchants, scholars, or workers in the mines and plantations in the lowlands.
Water is never scarce in town, but most of the city's food must be imported from Sasserine since the local fishing and farming enterprises are meager at best. Citizens have historically paid a modest yearly flat tax of 1 gp, while merchants and nobles pay a 5% income tax each year. In addition, a 1sp gate tax is charged for noncitizens who enter the city by any of its four gates. All inhabitants of Cauldron that own a building, or are part of a family that owns a building, are considered citizens regardless of economic status. Most Cauldronites have a simple malachite ring made or given to them when they reach the age of majority. The ring always bears the town emblem.
Nobles often purchase very elaborate rings, or have extravagant brooches made to show their citizenship. Currency: Cauldron uses the currency minted in the capital city of Sasserine—rings (pp), suns (gp), moons (sp) and stars (cp). Trade bars in 100, 500 and 1000 gp denominations are also used.
I was looking over the paizo site and wondered why they don't have the Shackled City hardcover available as a pdf. They currently have the hardcover available for $30, I would consider getting the pdf at that price. I wonder if they only had the rights to offer the hardcover in print. If so its too bad.We don't own Shackled City; it's the property of Wizards of the Coast, and they never gave us the license/permission to sell PDF copies of 'Shackled City.' We can sell the print copies, but not PDF copies as a result. Credits System provided by - Copyright © 2018 DragonByte Technologies Ltd. User Editable Threads, Thread Admins and Group Moderators provided by - Copyright © 2018 DragonByte Technologies Ltd.
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