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Clebsch GM Wrath of the Righteous Adventure Path

Game Master Clebsch73

Six people hold the key to ending the Worldwound Incursion, if they prevent the demon plan to use the wardstones against the crusaders all along the line of wardstones.

Gray Garrison

Party Loot

Map: Kenabres After the Fall


1,751 to 1,800 of 1,837 << first < prev | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | next > last >>
Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

I've been thinking on it, and it might be best for me to grab Haste first. Since it won't be competing with any other spells for a level or two, I can get us a bunch of Hastes/day. Contagious Zeal is good, but Haste is, well, Haste. Plus, I can burning hands for the moment if we need fire AoE.

I would strongly recommend against Stinking Cloud in this AP. It's a poison effect, and demons are all immune to poison as part of their basic traits. Otherwise, all those look good. I'd recommend looking at Aqueous Orb, too. A moveable control spell is pretty handy in my experience.


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

Yep, all the spells you guys discussed are awesome. Third level spells are so good!

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

Still here, still busy. I'll try to get a post up in gameplay tomorrow.

I'm so excited to be beginning the epic conclusion to the first book with you all!


Female Human Wizard 4 [HP: 29/29; AC 12|T12|FF10; CMD 14; Fort +3 Ref +3 Will +5; Init: +12, Percep +10]

*blink*

Ellena is going before Tauni? The gods must truly want her to lead the charge!


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Cannot wait to see how this goes :) ONWARD!


Gray Garrison

I too am looking forward to this.


Gray Garrison

Here is a sample of the rolls I'm making for perception. Check that I've got the numbers right and if there are any special conditions that use a bonus or penalty.

Anarya: Perception, opposed: 1d20 - 1 ⇒ (7) - 1 = 6 Can't notice sounds.
Anarya: Perception, visual, non-opposed: 1d20 + 3 ⇒ (2) + 3 = 5
Avelina: Perception: 1d20 - 4 ⇒ (7) - 4 = 3
Ellena: Perception: 1d20 - 1 ⇒ (13) - 1 = 12
Karas: Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Raine: Perception, Kenabres: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
Raine: Perception, Kenabres, trapfinding: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20 traps
Tauni: Perception: 1d20 + 10 ⇒ (13) + 10 = 23

This is the basics. For spells like Heightened Awareness, I'll add that case by case.

Which reminds me, Raine, in case you did not pick it up from reviewing the gameplay thread, Anarya is deaf. She can speak, but to understand what people are saying, she either needs to be able to see their lips or get a translation in sign language from Tauni.

Level up note: you can add sign language as a language by putting a rank in linguistics, as per spoken/written languages. This is a kind of sign-language common. It is possible other races have their own versions, but those are going to be rare.

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

Anarya's deafness would probably have become obvious to Raine while in Defender's Heart, as Anarya would have been using sign language to communicate with one of the nuns from the convent where she was raised.


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

I'd read it in her profile, but yeah, because Morphling's been so busy and we haven't had as much in-thread Anarya as some of the other interactions, it's good to have the reminder!

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

Just a heads-up that I'm leaving at the crack of dawn tomorrow to move to San Francisco, so I probably won't have my desktop available tomorrow until late tomorrow evening at the earliest. I'll be around today wrapping up stuff (figuratively and literally).


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Good luck Avelina! A friend of mine used to live there. Interesting place!

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

@Karas I'm looking forward to it! Between financial aid, help from my father, and working, we might even be able to afford it haha :P

@GM I was in a 10-11 with PFSvelina on PbP and the GM had a neat idea that your recent post reminded me of. He had an excel sheet in google docs for people to put down buffs, when they were cast, and information about them, so that we could easily see all of the buffs in one place, as well as when we would need to recast them. Each of the players could add information on there as they cast buffs, so the GM wouldn't have to go through the thread and track them himself. If that idea sounds good to you, I could whip up a copy sometime once I'm settled for us.


1 person marked this as a favorite.
Gray Garrison

Avelina: Good luck. My parents lived in San Francisco before I was born (back in the early 50s) and I've visited there a number of times. I also have some cousins working there. One of them is a private investigator. And of course, it is home to the 3 time world champion Giants (whose performance this season will not be talked about).

Regarding the buff spreadsheet, it could help. For now, I'm trying to keep track of such things as I document the melee actions, but eventually it may get too complicated for that. I might experiment with a spreadsheet stored in Google Docs to keep track of character status and then just post the link to the spreadsheet for people to see where things stand in the melee.

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

I'm having trouble getting my computer internet online after the move. The problem should be resolved sometime Wednesday. I'll try to throw up a post on my phone tonight, but if I don't get one up by tomorrow, you can bot me


Gray Garrison

This is a post I made in the Reign of Winter game I'm GM for. It is a potential issue and one that has come up a lot on the message boards so let me post my thoughts on it here and get your feedback.

There is an FAQ response to the question of what the basis is for identifying a spell as it is being cast in cases where no actual components are required (as in Spell-like Abilities or wands or scrolls). There is the answer:

FAQ wrote:
Although this isn’t directly stated in the Core Rulebook, many elements of the game system work assuming that all spells have their own manifestations, regardless of whether or not they also produce an obvious visual effect, like fireball. You can see some examples to give you ideas of how to describe a spell’s manifestation in various pieces of art from Pathfinder products, but ultimately, the choice is up to your group, or perhaps even to the aesthetics of an individual spellcaster, to decide the exact details. Whatever the case, these manifestations are obviously magic of some kind, even to the uninitiated; this prevents spellcasters that use spell-like abilities, psychic magic, and the like from running completely amok against non-spellcasters in a non-combat situation. Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse.

Now this is straightforward to GM, but when I consider how to rationalize it, I sometimes wonder what the basis would be. There a lots of spells which are much less effective if people know a spell is being cast, such as ghost sound, illusions generally, detection spells, etc. That could just mean the caster must be creative to pull off certain spells effectively.

I guess I'm a bit bothered by the idea that a 4th level arcane caster can have a bonus to spellcraft of +10 and hence can identify with almost 70 to 80% certainty any 1st or 2nd level spell even though the FAQ stipulates that each caster might have unique manifestations different from other casters for each spell. This seems particularly odd given that a spell can be cast from a wand or by a creature with an SLA without any actions to distinguish one spell from another.

So, for example, one caster casts Detect Evil and his eyes glow green but another has little starburst around his head and a third as a momentary glint in one eye. Yet anyone with enough ranks in spellcraft can know with certainty that each of these different appearing manifestations are the Detect Evil spell.

Also there are literally hundreds of 1st level spells and any low level caster (with the exception of druids and clerics) can only actually cast a handful of them. Yet even a non-spell caster who has high ranks in spellcraft (perhaps benefiting from traits and feats) could identify just about every one as it is being cast.

I can GM this and let the players imagine the rationale as they choose, but I cannot provide one, which bothers me a bit. I'd rather we have some agreement about this.

If it were up to me, I'd suggest that there be penalties for identifying a spell when cast without the normal components that go with spellcasting, as when using a wand, a scroll, or an SLA.

I would further add a penalty if one is observing magic cast by someone from a different class, particularly an arcane caster identifying a divine caster or vice versa.

I don't want to make spellcraft useless, but just make it less likely to succeed when dealing with limited data or with unfamiliar magic. I could also give bonuses to identify spells one can cast.

I think it could make the spellcraft roll less of a sure thing in every case, which would make things less predictable without being a serious disadvantage. It's similar to having to use spellcraft to identify magic items, when a person with high spellcraft can succeed 95% of the time. When rolls almost always succeed, then the rolls cease to really be more than a formality. Part of the fun of magic is its unpredictability and mystery. If every spell can be identified most of the time, magic becomes more like a workaday reality, at least to those with the spellcraft skill.

I don't want to change anything unless everyone is happy, so let me know your opinions.

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

I'm personally okay with houseruling this to give it more versimilitude, though I'm saying this as someone whose character will likely never have ranks in spellcraft. This issue will disproportionately affect the other casters, so I will defer to them.


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

I'm ok with whatever you want to do.


Female Human Wizard 4 [HP: 29/29; AC 12|T12|FF10; CMD 14; Fort +3 Ref +3 Will +5; Init: +12, Percep +10]

I don't have a problem with imposed bonuses and/or penalties for spellcraft for exotic spellcasters. It somewhat mirrors the penalty wizards have for opposed schools. It would add an extra layer of modifiers to track but, hey, if we didn't enjoy tracking minutia (at least to some degree) we wouldn't be in this hobby! But if you are going to give us a penalty for identifying it because it is a demon (for example), would we get a bonus for have X ranks in knowledge (planes) or a bonus equal to a ranger's favored enemy (outsider, evil) to the check?

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

I love the flavor of making magic more mysterious and making us unaware of what the enemy is doing with their obscure rituals and fiendish sorcery, but particularly in a mythic, high-level game, it's entirely possible our entire party's lives will depend on whether Tauni, a 16th level wizard with six mythic tiers, can successfully identify the Demon Lord's obscure spellcasting.

In some sense, that's what sixteen ranks in Spellcraft and an intelligence score of 32 are supposed to accomplish. To her, magic is a workaday reality.

That said, I'm not against the idea. I think that the "lacking components makes a spell harder to identify" approach is a great one. I actually really like Tauni's idea - rather than simply make it so that wizards are bad at identifying cleric spells, perhaps the Spellcraft skill takes a penalty, but you could use ranks in Knowledge (Religion) instead! After all, a wizard who's spent years studying divine magic (and gaining all those know:religion ranks) shouldn't be any worse off than a cleric at spotting signs of divine magic. Similarly, Knowledge (Planes) could work for demons, etc.


2 people marked this as a favorite.
Gray Garrison

I'm not going to be posting anything tonight. I'm too dispirited processing events in Charlottesville, VA, a city just an hour away. My wife and I have walked the street where the woman was murdered. My father risked his life working for desegregation in the 50s. I lived through the turbulent 60s where thousands died in the civil rights struggle. I'll try to get back to posting Tuesday night.


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Take your time. This is a time of mourning for all.


1 person marked this as a favorite.
Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Hey guys, heads up I will try to be active the next 4 days but I will also be at GENCON.

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

I will try to make a post soon. It's been a hard week for me as well.

RPG Superstar 2015 Top 16

I think this week and the events have been a ***** for us all. :(


No doubt. I've not seen much like this in my 44 years. It's pretty disheartening.

I love about an hour from Lexington where they are already planning another 'protest' apparently. I've got a million friends up there including a wonderful lady who owns a restaurant right across the block from our statues. She's having to talk to her insurance agents about whether or not her policy covers her in case something awful happens. It blows my mind that she has to think about something like that.

It's sad. Having to worry about idiot Nazis in 2017. Good lord.


Yeah, every time I go to type something about it, I find myself at a loss for words.

Yep, I just spent a while trying to think of what to type next. I'm speechless.

RPG Superstar 2015 Top 16

Camping this weekend. If you need to bot Raine, her standard is 'shoot a demon fulla arrows' ;)


Gray Garrison

No rush on moving forward, but the battle map is set and all the preliminary information is now on the gameplay thread. Post as you can.


Gray Garrison

I'll move things along later today. It sounds like you intend to open the door to the north and deal whatever is in there first.


NG Ranger 4 * HP 38/38 * AC 17|T14|FF13 * CMD 20 * F+5 R+8 W+3 * Init +4 Per +14 (16 in Ken.), +16 vs traps (+18 in Ken.) | CURRENTLY: +2 per from H.A. | | -4 NS arrows

I think that's the consensus, yes.


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

Yep. I'm holding back to try to give us a chance at getting the drop on them all quiet like.


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

All good here even with my bad stealth lol.

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

I'm good too. Been moving from the temporary sublet to the more permanent place, plus I had 20-30 pages to write for my MFA workshop, so I've been crazy busy. Things should be settling down now, hopefully. I'm sore all over haha


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

How's everyone holding up?


1 person marked this as a favorite.
Female Human Wizard 4 [HP: 29/29; AC 12|T12|FF10; CMD 14; Fort +3 Ref +3 Will +5; Init: +12, Percep +10]

Not much to complain about here except a blinding haze of smoke and drifting ash from wildfires. Nothing close enough to be a risk. My wife just got through with her first cataract surgery; success! We are keeping a close eye on Irma because we have close family in Fort Myers and Tampa.

Is that what you meant by holding up? :)


1 person marked this as a favorite.
Gray Garrison

Sorry for the delay.

As for recent or impending natural disasters, I'm well away from the flooding in Texas. Irma might make it up to Virginia, but by then it won't likely pose a threat except maybe some flooding if it brings lots of rain.

Keeping everyone in harms way in my thoughts and prayers. Hope everyone else is safe too.


Paladin 4 [HP: 48/48 | AC 22 | T 11 | FF 22 | CMD 18; Fort +7 Ref +3 Will +5; Init: +0; Perc: -1, Smite Evil 2/2, LOH 4/4] Immune to Fear effects | Immune to Disease | Allies within 10' get +4 on saves v. Fear |

No fires in Kentucky and no chance of flooding from the hurricanes, so I have it lucky weathernwise right now. Thoughts are definitely with everyone who has it bad now.


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

Ohio is good too I know some were suffering from various events and just wanted to check in.

RPG Superstar 2015 Top 16

I'm in California, so our state is perpetually on fire, but none of it's near enough to directly affect me, heh.

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

I'm not too far away from Dien, so I'm in the same boat. The worst we have had is record-breaking 106 degree weather last weekend

RPG Superstar 2015 Top 16

Psh

we had back to back 113 last week, SUCK IT UP

(but I know, you coasties are less used to it)

Silver Crusade

AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3
dien wrote:

Psh

we had back to back 113 last week, SUCK IT UP

(but I know, you coasties are less used to it)

I'm like a reverse lizard: I get big and strong in cold but make it hot and I can't even move because I have no energy.


Female Human Wizard 4 [HP: 29/29; AC 12|T12|FF10; CMD 14; Fort +3 Ref +3 Will +5; Init: +12, Percep +10]
Avelina of House Galfrey wrote:
dien wrote:

Psh

we had back to back 113 last week, SUCK IT UP

(but I know, you coasties are less used to it)

I'm like a reverse lizard: I get big and strong in cold but make it hot and I can't even move because I have no energy.

I never had a name for it before now! Reverse lizard; I like it!

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

Thanks for botting me. Been stuck away from the forums all week and next week I'm going to be on vacation (though I should probably still have internet access so I plan to post more, not less). Hopefully Hurricane Irma doesn't hit the same beach I'm headed to. Fingers are crossed.


Gray Garrison

Stay safe. Watching the TV shots as the eye passes over Key West. Not pretty, except for being pretty awesome.

Silver Crusade

Light (Halo, 20 ft.) | HP 41/41 | AC 17 (FF 15 T 12) CMD 14 | Fort +4 Ref +3 Will +5 | Init -2 Percep +3 SM +6 | Spells: (5/8|3/4), Channel 2d6 (5/6) DC 17, LoH 2d6 (5/6)
Spell Effects:

Weather's plenty safe for me after all, just a bit dreary and cold. :) Still having a good time.


Gray Garrison

The main reason I was somewhat slow to post this weekend (besides the fact it was my 17th anniversary on Saturday) was that I had a chance to play in a Starfinder society game on Sunday afternoon and so I hastily got the core rulebook and pushed through making a character.

The system is still Pathfinder but they've made some changes that might be able to be incorporated into current Pathfinder rules as house rules. I'll post some of the things I think might work that way when I get some time.

Nutshell: they've combined some skills and reduced the number overall. The knowledge skills, of course, have become more science oriented. Rules for light levels and other aspects of targeting creatures who are invisible have been modified slightly with a bit cleaner and simpler results (haven't checked the spells for light and dark yet, however). Some changes to how injury works, with 2 new traits: Stamina and Resolve. A few movement changes. Classes incorporate archetypes in a new way. Lots of good stuff. I'm looking forward to playing some games to see how it works (the game on Sunday got canceled last minute).


1 person marked this as a favorite.
Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

I've been running Starfinder Society weekly for about a month now. I'm enjoying it. It's a fresh view on sci fi and I'm very much looking forward to it.

Silver Crusade

1 person marked this as a favorite.
AC 19 T 11(19 vs incorp. touch) FF 18 | HP 27/27| F +4 R +3 W +3 (+9vs charm/compulsion), (+1 vs. spells/SLAs of outsiders with (evil) subtype) | Init +2| Perc -4
Spells Per Day Remaining:
2-3/4 1-3/7
Spells Active:
Shield, Mage Armor, Moment of Greatness, Bless
Shield Scale: 2/3

I'm really excited to try it! I'm working on putting together characters with my fiancée so we can both try it together (it would be their first tabletop game!). My character is a communist takarazuka idol (takarazuka is a type of japanese theater that's all women). Jess is making an android freedom fighter, class TBD.

My character is actually going to be a very distant descendent of Avelina! Adeline Sophia Iomedae Galfreya Titania Lux :D


Current Effects: Bloodrage; Fast Healing 1 Bloodrager (Draconic:Silver) 4 | HP 48/48| Rage 4/17 | AC 18 | FF 17 | T 10 |Resistances: Cold 5, Fire 5, Electricity 5 | Fort +7 | Ref +2| Will +3 | CMD 18| Init +2 | Perc +9 | Spells: 1- 1/2 |Terendelev Scale (Align Weapon) 3/3|Hero pt:2/3

I made an android soldier named Rgr-Rgr... ;p

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