
DM Stylz |
2 people marked this as a favorite. |

Hello Everyone,
I have created my own thread of Pathfinder Encounter Master Thread.
The reason behind this, the original poster had to leave and the thread has not been kept up. I will do my best to keep this new thread active and ongoing.
Players from the previous thread are of course welcome to move here, and new players are welcome to join. The goal, is to have a revolving door of players and GMs to keep the fun going :)
I will keep the rules that have been established in place and active and will work of getting the various blocks of "campaign" info copied over fir easy reference.
If you have an idea for a scenario, STAT IT UP AND PLAN IT OUT THEN GATHER SOME PPL HERE TO SEE WHAT HAPPENS :) :) :)

Seth86 |

Kit'Arr
Male Catfolk Rogue 1 (Pathfinder RPG Advanced Race Guide 90)
CG Medium humanoid (catfolk)
Init +3; Senses scent; Perception +4
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Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0
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Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee 2 claws +2 (1d6+2)
Special Attacks sneak attack +1d6
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Statistics
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Str 14, Dex 17, Con 10, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Catfolk Exemplar (Sharp Claws)[ARG]
Traits dirty fighter
Skills Acrobatics +7, Bluff +5, Climb +14, Disable Device +10, Escape Artist +7, Knowledge (local) +6, Perception +4, Sleight of Hand +7 (+11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +8, Swim +6
Languages Catfolk, Common, Gnome, Goblin
SQ cat's luck, catfolk rogue/ninja, trapfinding +1
Other Gear lamellar cuirass, hip flask, pathfinder's kit, pocketed scarf, softpaw boots, master work thieves' tools, 39 gp
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Special Abilities
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Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Prerequisites: Catfolk.
Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the norma
Catfolk Rogue/Ninja +1/2 bonus on feint and pickpocket checks.
Climbing (20 feet) You have a Climb speed.
Dirty Fighter +1 damage when flanking.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

DM Stylz |

Cool, I will add you to the list, work on getting a proper alias whenever convenient. I will then try to link it up with the name.
Seth, remember to make sure your PC is built properly. 25 point buy, 200gp starting gold. The character creation rules are in the campaign tab along with a lot if ither info :)
EDIT: str (5), dex (7), con (0), int (5), wis (2), cha (2) = 21 point buy unless I am missing something :) ??

Kit'Arr |

Kit'Arr
Female Catfolk Rogue 1 (Pathfinder RPG Advanced Race Guide 90)
CG Medium humanoid (catfolk)
Init +3; Senses scent; Perception +4
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee 2 claws +2 (1d6+2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 10, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 14
Feats Catfolk Exemplar (Sharp Claws)[ARG]
Traits dirty fighter
Skills Acrobatics +7, Bluff +5, Climb +14, Disable Device +10, Escape Artist +7, Knowledge (local) +6, Perception +4, Sleight of Hand +7 (+11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +8, Swim +6
Languages Catfolk, Common, Gnome, Goblin
SQ cat's luck, catfolk rogue/ninja, trapfinding +1
Other Gear lamellar cuirass, hip flask, pathfinder's kit, pocketed scarf, softpaw boots, master work thieves' tools, 39 gp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Prerequisites: Catfolk.
Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the norma
Catfolk Rogue/Ninja +1/2 bonus on feint and pickpocket checks.
Climbing (20 feet) You have a Climb speed.
Dirty Fighter +1 damage when flanking.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

DM Stylz |

Is the ACG open for use?
Yes and no,
If it is on the Paizo PRD or Nethys then it is more than fair game.
If it can only be found on the pathfinder ogc, then I am skeptical. I presume all information on the site is correct but I am unsure.
Thoughts from others, like Bartleby an Kale.
There is not a final ruling yet, wanting input.

DM Stylz |

I have finished with my scenario concept.
May I please have Kit'Arr, Kale, Randall, Janji, and Yūreinplease report to the link above. When your peeps are officially ready, please make a post in the gameplay thread and from there on I will make the intro post as well as get a map uploaded hopefully fairy soon so you may place your starting spot.
Bartleby and Jack, I know u were next but the level disparity was too much, but I will think of something for you guys as well unless somebody beats me to it :)

CaveToad |

Ok I think I will finally have a new mission to run in the next few days. I can take the next batch of characters:
Riggar, level 2
Jack the Smith, level 3
Bubo Sraga, level 3
Meka Magetail, level 1
Leena Almadill, level 4
Kit'Arr, level 1
6 might seem like a bunch, but its not that difficult when its all by post. Its a big range of levels, but it should work well for the particular encounter. Stay tuned if you are listed, I will get a thread up in the coming days for the encounter to report in.

DM Stylz |

@ Ace & Objection: happy to have you aboard (potentially as PC and GM). Feel free to make whatever you find to be fun, cool, or just plain odd. Experiment, that is what I feel part of this thread is for. If you have any question, or need the "campaign" tab info explained better; don't hesitate to ask. I am sure someone or myself can explain it better :)
When you got your PC ready, please let it be known in this tab, and I will be happy to add you to the list :)

Objection |
Thanks Kale. I have another question.
How do we determine how much HP we a) start with and b) gain each level?
Also I've thought about it and I've decided I'm gonna whip up a barbarian for this partly because I've never played a martial class before and partly because I keep coming up with scenarios for a barbarian to say the darndest things.

Kale "Seascum" |

HP is Max HD at 1st level, then every level after that you do 1/2 HD + 1. So as a Ranger my HD is 1d10, so at level 1 I got 10+CON HP and at level 2 and level 3 I got 6+CON HP.
I also have a trait that gives me some bonus HP, and I have taken HP as my favored class bonus every level, so I have a few more than that.

DM Stylz |

I would say take a look at the people available. Presuming that nearly everyone else on the list goes into CaveToad's encounter, then that will leave you with 3-4 PC's mostly level 1. That is also presuming you finish the prep before the current CaveToad group gets done.
Otherwise, you could wait til the group finishes on purpose, then decide what level group you wanna do it for, building the basics, and getting the APL zoned in based on the level you want to run it at.

Kale "Seascum" |

So, based on this, if I wanted one Hard encounter (which I do, right, since the party can go NOVA on this one encounter) for 4 players, I would do 4 x 100 x 2 = 800XP, which would be a CR 3 monster or two CR 1 Monsters, or 4 CR 1/2 Monsters, etc.

DM Stylz |

So, based on this, if I wanted one Hard encounter (which I do, right, since the party can go NOVA on this one encounter) for 4 players, I would do 4 x 100 x 2 = 800XP, which would be a CR 3 monster or two CR 1 Monsters, or 4 CR 1/2 Monsters, etc.
In theory, yes. That is a good baseline.
When I did my last one, I guessed how many zombies/skeletons to throw. I didn't see that chart which I may have to use now :)

Kala Krunn |

Mostly Flavour Stuff
Name: Kala Krunn; Player: Objection
Gender: Female; Race: Human; Height: 5' 11"; Weight: 185 lbs
Alignment: Chaotic Neutral; Deity: Cayden Cailean; Languages: Common, Giant
Class: Barbarian 1, Superstitious archetype from APG
Favoured Class Bonuses: +1 skill rank at level 1 (*)
Vital Statistics
Strength: 18 (+4); Dexterity: 14 (+2); Constitution: 16 (+3); Intelligence: 12 (+1); Wisdom: 12 (+1); Charisma: 7 (-2)
HP: 15; Fortitude: +5; Reflex: +2; Will: +1
AC: 14; Touch AC: 12; Flat-footed AC: 12
BAB: +1
Melee to-hit: +5; Ranged to-hit: +3; CMB: +5; CMD: 17
Initiative: +4; Speed: 40ft (30ft in medium armour)
Light load: 116 lbs; Medium load: 233 lbs; Heavy load: 350 lbs
Lift above head: 350 lbs; Lift off ground: 700 lbs; Drag and push: 1750 lbs
Skills
- Acrobatics: +6
- Craft (Bows): +5
- Intimidate: +6
- Knowledge (Nature): +5
- Perception: +5
- Survival: +5
- Everything else: As relevant ability mod or unusable
Traits, Feats and Features
Traits: Reactionary (*), Strong Willed (+2 to saves vs. charm and compulsion)
Feats:
- Power Attack
- Intimidating Prowess (Human bonus feat) (*)
Features:
- Skilled (*)
- Fast Movement (*)
- Rage 7 rounds/day (+4 to Strength and Constitution, +2 to Will saves, -2 AC, +2 HP)
Equipment and Inventory
Weapons:
- Earth breaker: 2d6 bludgeoning damage, crit x3
- Shortbow: 1d6 piercing damage, crit x3, 60ft range, 20 arrows
- Dagger: 1d4 piercing or slashing damage, crit 19-20/x2, 10ft range, cold iron, sawback
Armour: Leather armour
- Armour type: Light
- AC bonus: +2 (*)
- Max Dexterity bonus: +6
- Armour Check Penalty: 0
- Spell Failure Chance: 10%
The rest:
- Modified Pathfinder's Kit (standard backpack replaced with masterwork backpack (*), standard dagger replaced with cold iron sawback dagger (*))
- Artisan's tools
- Furs
Total Equipment Weight: 68 lbs (not even close to light load limit)
Leftover gold: 35g
I think I got everything in there I need to. With regards to the backstory, whereabouts do I put anything I have for that?

DM Stylz |

As far as backstory...
Make sure you put all the relevant info in her profile.
As far as backstory goes, you can put it at the end of her profile, which is where most people put theirs.
To create an alias profile: First get to the page for the alias, either by clicking on a post by the alias, or by My Account>Messageboard Aliases>click on name. Under the profile tab there should be a "Edit My Profile" link.

CaveToad |

Ok I have my latest encounter up:
Could the following players sign in here: Recruitment Thread
Riggar, level 2
Jack the Smith, level 3
Bubo Sraga, level 3
Meka Magetail, level 1
Leena Almadill, level 4
Kit'Arr, level 1

DM Stylz |

Kale "Seascum" |

Well, I guess I'm doing Profession checks instead of making some stuff. I was thinking about a Masterwork Reach weapon. Maybe next time.
Profession (Sailor): 1d20 + 6 ⇒ (7) + 6 = 13
Profession (Sailor): 1d20 + 6 ⇒ (8) + 6 = 14
Profession (Sailor): 1d20 + 6 ⇒ (8) + 6 = 14
Profession (Sailor): 1d20 + 6 ⇒ (16) + 6 = 22
That makes 31.5 gold.