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RPG Superstar 2015

Shadows in Freeport (Inactive)

Game Master baldwin the merciful


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I’m looking to run Goodman Games classic dungeon crawl, Shadows in Freeport. This is has a slight horror feel to it and the accompanying sanity loss. This is PG13 with some adult themes and I’m running it as one shot adventure. If all goes according to plan it may take 60 days to complete.

Adventure Summary

Hired by a group of concerned citizens, the characters stand before the Old Cresh manor, smack dab in the heart of Freeport, haven of pirates, thieves, and other scum. Compelled by a strong sense of urgency to recover lost family members, the characters must brave whatever horrors wait inside. But after a few encounters they quickly learn there is more at stake than simple kidnappings. Between the ghostly terrors wrought by Fatty Blue, the ghost of a particularly mean and nasty child, and the corrupted and twisted gangs of ghost youths, something terrible is at work here. With each room explored, the characters come closer to discovering that the former owner was no simple merchant, but in fact a despicable cultist! And what he could not achieve in life, he strives for in death. Can the heroes rescue the missing children, put to rest the unruly spirits haunting the place, and stop the revenant lurking beneath the house before it's too late? * Dungeon Crawl Classics #20: Shadows in Freeport is copyright © 2005 Goodman Games.

A little bit about me, the GM, I like a fast active game, which means posting and a lot of it. Check out the other game that I run, Council of Thieves under my profile and you will get the idea of how fast I run my games. If you apply I need you to confirm you can keep up with the anticipated pace and advise me if you ever played this dungeon crawl (I need to know how much I need to modify.) I, also, link my maps.

Here is the crunch:

I’m looking for 4-6 active players for this EXCEPTIONALLY active fast paced game. I plan to average 4 - 7 posts each per day, expect 50 - 70, posts per day seven days a week. Sometimes more. Due to the anticipated pace, there could be DMPC'ing if there is delay or lull.

I’m looking for a good mix of experienced PbP and first timers (tell me your PbP experience), but the key is keeping up the pace. The game will be 70-30 combat to role-play; the role-play will mostly be player interaction as opposed to NPCs.

Even though it is combat oriented, I expect more than dice rolls and one-liners. I like descriptive text of actions.

The party will need to be well balanced.

You would be entering at level 6.

Here are the build rules:

18 Pt buy

No score below a 10 before racial adjustment.

No score above a 17 before racial adjustment.

You get your +1, level 4 stat adjustment (This can raise your stat above an 18)

1 APG trait only.

No third party material

No Alchemist, Gunslinger, Summoner , Inquisitor or their variants
Core races only. No ARG

Minimum 4-7 posting a day.

No evil

Good alignment works well with this adventure.

You must be able to work with the party.

Adult themed, but well within Paizo's PBP standards. When in doubt put it behind a spoiler.

16,000 GP (6th lv) No more than 50% in one item. Run any ability/stat enhancements items by me beforehand.

A “short” one paragraph background about your character.

I plan to keep this open till Sunday but that really depends on interest and the submissions.


I should have mentioned that I'm updating this for Pathfinder rules/builds.

Star Voter 2013, Star Voter 2015

Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion Subscriber

I think I can handle the posting requirements, DM. I'll need a day or so to get a character together. I plan on submitting either a wizard or sorcerer....something arcane in nature.


Dotting for consideration.


dotting


Dotting


Hey DM, here is Gerald's wizard submission. I still have to buy equipment, but other than that, I think the sheet is ready for consideration.

I have played in several PbP games. I have played several Goodman Games adventures, but not this one, as far as I recall.


I'll take a look at the character Riggs.


crunch:

UNNAMED HERO CR 5
Male Halfling Rogue 6
CG Small Humanoid (Halfling)
Init +12; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 22, touch 17, flat-footed 16 (+5 armor, +6 Dex, +1 size)
hp 49 (6d8+12)
Fort +6, Ref +13, Will +5
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Agile Shortsword +11 (1d4+7/19-20/x2) and
Masterwork Shortsword +11 (1d4/19-20/x2) and
Unarmed Strike +11 (1d2/20/x2)
Ranged Shortbow +11 (1d4/20/x3)
Special Attacks Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 10, Dex 20/22, Con 14, Int 8, Wis 12, Cha 10
Base Atk +4; CMB +3; CMD 19
Feats Combat Reflexes (7 AoO/round), Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Shortsword, Shadow Strike
Traits Reactionary
Skills Acrobatics +17, Climb +11, Disable Device +20, Escape Artist +15, Fly +8, Knowledge (Dungeoneering) +3, Knowledge (Local) +3, Perception +12, Sense Motive +6, Sleight of Hand +12, Stealth +19, Swim +4
Languages Common, Halfling
SQ Earplugs, Fearless, Trapfinding +3
Combat Gear +1 Agile Shortsword, +1 Mithral Chain Shirt, Masterwork Shortsword, Shortbow; Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (6 @ 5.25 lbs), Bedroll, Belt of Incredible Dexterity, +2, Chalk, 1 piece, Cloak of Resistance, +1, Earplugs, Potion of Cure Light Wounds, Thieves' tools, masterwork, Waterskin, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (7 AoO/round) You may make up to 7 attacks of opportunity per round, and may make them while flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 morale bonus vs Fear saves.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

I will put the rest together soon. Here is a start. ~Harper Montajay IV


JMAN can you take me through the math on the ability stats? Thanks


Str 10 (+2)
Dex 17/22 (+13) then +2 halfling, +1 at fourth, belt of dex +2
Con 14 (+5)
Int 8 (-2)
Wis 12 (+2)
Char 8/10 (-2) +2 halfling

+18


Jman72 wrote:

Str 10 (+2)

Dex 17/22 (+13) then +2 halfling, +1 at fourth, belt of dex +2
Con 14 (+5)
Int 8 (-2)
Wis 12 (+2)
Char 8/10 (-2) +2 halfling

+18

There are no scores below a 10, unless it is due to racial penalty.


I dropped Charisma to 8 and it bumped up to 10 due to halfling bonus.
Strength started at 8 (due to halfling -2) and I added +2 point buy to make it 10.

Edit: I missed the no starting at 8 before racial trait. It is wrong then. I missed this------>No score below a 10 before racial adjustment.

Corrected Crunch:

UNNAMED HERO CR 5
Male Halfling Rogue 6
CG Small Humanoid (Halfling)
Init +11; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 49 (6d8+12)
Fort +6, Ref +12, Will +5
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Agile Shortsword +10 (1d4+6/19-20/x2) and
Masterwork Shortsword +10 (1d4/19-20/x2) and
Unarmed Strike +10 (1d2/20/x2)
Ranged Shortbow +10 (1d4/20/x3)
Special Attacks Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 10, Dex 18/20, Con 14, Int 12, Wis 12, Cha 12
Base Atk +4; CMB +3; CMD 18
Feats Combat Reflexes (6 AoO/round), Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Shortsword, Shadow Strike
Traits Reactionary
Skills Acrobatics +16, Appraise +5, Bluff +5, Climb +11, Disable Device +19, Escape Artist +14, Fly +7, Knowledge (Local) +7, Linguistics +5, Perception +12, Sense Motive +9, Sleight of Hand +12, Stealth +18, Swim +5, Use Magic Device +10
Languages Common, Goblin, Halfling
SQ Earplugs, Fearless, Trapfinding +3
Combat Gear +1 Agile Shortsword, +1 Mithral Chain Shirt, Masterwork Shortsword, Shortbow; Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (6 @ 5.25 lbs), Bedroll, Belt of Incredible Dexterity, +2, Chalk, 1 piece, Cloak of Resistance, +1, Earplugs, Potion of Cure Light Wounds, Thieves' tools, masterwork, Waterskin, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of opportunity per round, and may make them while flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 morale bonus vs Fear saves.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

*Sorry I missed that! Helped with skills though ;)


Jman72 wrote:

I dropped Charisma to 8 and it bumped up to 10 due to halfling bonus.

Strength started at 8 (due to halfling -2) and I added +2 point buy to make it 10.

Edit: I missed the no starting at 8 before racial trait. It is wrong then. I missed this------>No score below a 10 before racial adjustment.

** spoiler omitted **...

No problem. I spent a few minutes on hero lab trying to recreate it, then figured it was easier to ask.

Belt of Incredible Dexterity is fine too.


baldwin the merciful wrote:
Jman72 wrote:

I dropped Charisma to 8 and it bumped up to 10 due to halfling bonus.

Strength started at 8 (due to halfling -2) and I added +2 point buy to make it 10.

Edit: I missed the no starting at 8 before racial trait. It is wrong then. I missed this------>No score below a 10 before racial adjustment.

** spoiler omitted **...

No problem. I spent a few minutes on hero lab trying to recreate it, then figured it was easier to ask.

Belt of Incredible Dexterity is fine too.

LOL. Sorry. I hate when I make a mistake!


Riggs Parrett wrote:

Hey DM, here is Gerald's wizard submission. I still have to buy equipment, but other than that, I think the sheet is ready for consideration.

I have played in several PbP games. I have played several Goodman Games adventures, but not this one, as far as I recall.

Character stats look good.

Trying to figure out: Fancy Red dress from Vernah's store. What he does in his free time is his own business. Lol


Lol...if you can't tell, I am cutting and pasting from a character of a different gender. Or am I?


I'd also like to get in on this if I can. Other than this, I have only been a part of one Pathfinder campaign before this that seemed kind of dumbed-down on the fact that the DM was new. Effectively, this would be my first campaign.

I would not, however, have any problems keeping up with the quick posting rate, and I'm a quick learner so I can pick up what I don't know already rather quickly.

I found in my first game that I developed my fighter character somewhat wrong and it turned out horrible, so I might go for another fighter or a paladin this time.


Kirito make sure you put an avatar with character you can do that under the "My Account" function. I drop your avatar into the mapping program that I use. I'm pretty patient, don't hesitate to ask questions. Here or drop me an email.


Crunch:

"Sweet" Talulah Sweetrazor
Female Halfling Rogue 6
CG Small Humanoid (Halfling)
Init +11; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 49 (6d8+12)
Fort +6, Ref +12, Will +5
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Agile Shortsword +10 (1d4+6/19-20/x2) and
Masterwork Shortsword +10 (1d4/19-20/x2) and
Unarmed Strike +10 (1d2/20/x2)
Ranged Shortbow +10 (1d4/20/x3)
Daggers +10 (1d3-1/19-20/x2)
Special Attacks Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 10, Dex 18/20, Con 14, Int 12, Wis 12, Cha 12
Base Atk +4; CMB +3; CMD 18
Feats Combat Reflexes (6 AoO/round), Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Shortsword, Shadow Strike
Traits Reactionary
Skills Acrobatics +16, Appraise +5, Bluff +5, Climb +11, Disable Device +19, Escape Artist +14, Fly +7, Knowledge (Local) +7, Linguistics +5, Perception +12, Sense Motive +9, Sleight of Hand +12, Stealth +18, Swim +5, Use Magic Device +10
Languages Common, Goblin, Halfling
SQ Earplugs, Fearless, Trapfinding +3
Combat Gear +1 Agile Shortsword, +1 Mithral Chain Shirt, Masterwork Shortsword, Shortbow; Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (6 @ 5.25 lbs), Bedroll, Belt of Incredible Dexterity, +2, Chalk, 1 piece, Cloak of Resistance, +1, Earplugs, Potion of Cure Light Wounds, Thieves' tools, masterwork, Waterskin, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Combat Reflexes (6 AoO/round) You may make up to 6 attacks of opportunity per round, and may make them while flat-footed.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 morale bonus vs Fear saves.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Here is the name and avatar. I will get the rest of the information together soon.

~jman72


I am looking at a Fighter or Ranger, possibly a Paladin. Taking longer than expected to decide what archetype, if any, to take. Are there any restrictions on archetypes? I don't see any in your description, but want to make sure before I make my final decision. Most likely it will either be an archer, a two-weapon fighter or possibly a two-handed fighter.


Rolling a Battle Oracle. Just rolling HP. 14 CON so +2 hp level

HP: 6d8 ⇒ (2, 2, 4, 6, 2, 3) = 19

19+12=31 Ouch


Tirion their aren't any restrictions on fighter, ranger or paladins.


I should have mentioned it's max HP at level 1.


Do we roll for the add'l levels, or take half or some other method?

Would we be allowed to purchase scrolls to attempt to add to our spellbooks?

Edit for HP rolls:

5d6 ⇒ (4, 3, 3, 6, 4) = 20


HP:
1d8 ⇒ 3
1d8 ⇒ 8
1d8 ⇒ 1
1d8 ⇒ 4
1d8 ⇒ 7

23+14=37

Do you reroll 1s?


Riggs Parrett wrote:

Do we roll for the add'l levels, or take half or some other method?

Would we be allowed to purchase scrolls to attempt to add to our spellbooks?

You roll HPs for the additional levels. I really don't have a restriction on how you spend your coin other than what I listed. No more than half in any one item and to run any item that bumps up an ability stat by me.


Yes, reroll 1's.


Most campaigns recently have simply adopted as standard for determining hp the following-

lvl 1 max,
hd*.5 +1 for each additional level.

Saves time, keeps the random factor out of a point buy character creation and generally leads to a better player experience. Rolling a "2" is hardly heroic :)


When are you looking to close recruitment and when do you anticipate beginning the campaign?

Thanks


@Percy - Right now I'm still planning on closing recruitment sometime Sunday that really depends on how many applications I have. It won't be before noon on Sunday. The game will begin the same day.

@Toccata - I understand what many campaigns have adapted but HPs are rolled in my games. The players know this going in and hopefully they won't let it deter their overall experience.


DM, I have just about finished with my sheet. I bought a +2 Intelligence headband, if that is okay with you. If not, let me know and I'll adjust things.

I still have a touch over 1600 gp to craft some scrolls.


Character sheets so far (excluding final gear):

Riggs Parrett - Wizard, conjuration specialist
"Sweet" Talulah Sweetrazor - Rogue

Interested:

Andrea1 - Battle Oracle
Tirion Jörðhár - Fighter, Ranger, Paladin?
Percy Foxton/Toccata?
Kirito75 - Fighter?

If I missed someone let me know.


Chugging along. Just need to level once more and buy gear.

Battle Oracle will suffer from Stigmata(wasting) wears bandages around himself and uses a variety of special weapons depending on the situation.(Silver hammer, cold iron handaxe.) Kind of a swiss army knife in combat


baldwin the merciful wrote:

Character sheets so far (excluding final gear):

interested:
Percy Foxton/Toccata?

Yep. Definitely interested. I've worked out a formal character sheet in the profile of this character; male elf witch. Still need to add equipment, spells and background/personality.


Balthazar's hp

1d6 ⇒ 4
1d6 ⇒ 4
1d6 ⇒ 2
1d6 ⇒ 5
1d6 ⇒ 6

6+21=27 base hp
+6 cn
+6 favored class

grand total
39 hp

Could be a whole lot worse!


Ok, I think I have finally figured it out.

Monk of Many Styles/2, Fighter(Two-Weapon Fighter)/4

Should have the character sheet finished later this evening.


Toccata wrote:

Balthazar's hp

1d6
1d6
1d6
1d6
1d6

6+21=27 base hp
+6 cn
+6 favored class

grand total
39 hp

Could be a whole lot worse!

Can you take me through your ability point purchase?

I see you have two traits: reactionary and Dreamspeaker (Elf) the game has one trait only.

Thanks.


Thinking about swapping combat reflexes for pirahna strike if that is ok?


toccata - I worked out the math on your ability scores.


Toccata/Balthazar - The Updated Improved Familiar List in the UM (P.251) and on the PFSRD has the Brownie listed as a 7th level arcane caster. I don't own Bestiary 2 book which has the Brownie listed. Although the PFSRD states under the Brownie monster listing that a 5th level neutral caster with the Imp. Fam. feat can have one. Has one of the editors addressed this inconsistency on the message board? If so, post the link. Also, what familiar special ability benefit does it convey?


I plan on buying a belt of giant strength +2


Andrea1 wrote:
I plan on buying a belt of giant strength +2

Ok


1d8 ⇒ 6

Hp=36+12+4 (favored bonus]

"Sweet" Talulah Sweetrazor

Crunch:

"Sweet" CR 5
Female Halfling Rogue 6
CG Small Humanoid (Halfling)
Init +11; Senses Perception +12
--------------------
DEFENSE
--------------------
AC 21, touch 16, flat-footed 16 (+5 armor, +5 Dex, +1 size)
hp 52 (6d8+12)
Fort +6, Ref +12, Will +5
Defensive Abilities Evasion, Trap Sense, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee +1 Agile Shortsword +10 (1d4+6/19-20/x2) and
Dagger +10 (1d3-1/19-20/x2) and
Masterwork Shortsword +10 (1d4-1/19-20/x2) and
Unarmed Strike +10 (1d2-1/20/x2)
Ranged Shortbow +10 (1d4-1/20/x3)
Special Attacks Sneak Attack +3d6
--------------------
STATISTICS
--------------------
Str 8, Dex 18/20, Con 14, Int 12, Wis 12, Cha 12
Base Atk +4; CMB +2; CMD 17
Feats Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Shortsword,Pirhana Strike
Traits Reactionary
Skills Acrobatics +16, Climb +10, Disable Device +19 (+22 versus traps), Escape Artist +14, Fly +7, Knowledge (Local) +7, Perception +12 (+15 versus traps), Sense Motive +9, Sleight of Hand +12, Stealth +18, Swim +4, Use Magic Device +10
Languages Common, Goblin, Halfling
SQ Earplugs, Fearless, Trapfinding +3
Combat Gear +1 Agile Shortsword, +1 Mithral Chain Shirt, Dagger, Masterwork Shortsword, Shortbow; Other Gear Alchemist's Fire Flask (2), Backpack, Masterwork (6 @ 5.21 lbs), Bedroll, Belt of Incredible Dexterity, +2, Chalk, 1 piece, Cloak of Resistance, +1, Earplugs, Potion of Cure Light Wounds, Thieves' tools, masterwork, Waterskin, Whistle, Signal
--------------------
SPECIAL ABILITIES
--------------------
Pirhana Strike -2 to hit, +4 Damage
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 morale bonus vs Fear saves.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Background:

Sweet does not remember much of her life before she decided to stow away on a vessel and sail to the city of Freeport. She was barely a teen when she arrived. Infested with halflings, Freeport was an easy place to find work for a young, talented halfling. It was not long before she found a group of street urchins who introduced her to the Blood Knives, a criminal organization led by halflings. Her skills would soon vault her up the organization's criminal ladder. She became well known for her ability as a cat burglar as well as her skill with dual short swords which earned her the surname Sweetrazor. Life in the organization was brutal and it hardened her outer countenance. Though she did what she needed to do to survive, she remained somewhat moral and often struggled while performing the daily "jobs" the group required. Lately, this struggle has grown worse. One of the young ones, a new recruit to the organization, Sweet had taken a liking to has gone missing. Rumors are rampant that an evil has awakened in Freeport and children are being abducted. She since has gone on a personal search for this young girl. The search for the girl has brought her to a abandoned house in the heart of the city with a group of mercenaries she has never met. Though she does not understand all that is going on, She does know one thing...she will do whatever it takes to save the young girl who she has grown so fond of. Maybe after saving the girl, the two of them would be able to leave Freeport together and start a new life that did not involve crime. Maybe she could spare her "little sister" the life she had lived.

DM:

I can post throughout the day (7 days a week). I have a computer, Ipad2, and Iphone 4 for easy access. I have been looking for an active campaign for sometime and keep getting in ones that post daily for a day or two and then take 4-5 day breaks. Please let me know if there is anything you would like for me change in the crunch to fit the module or group better. Thanks for the opportunity to apply.


I'm not aware of a confirmation one way or the other re: the familiar mismatch. The brownie isn't the only pet to suffer from this. In this case, the brownie is substantially lower powered than any of the lvl 7 pets and just about on par with the lvl 5's...less than the elementals though. Elementals don't really work with the concept I have in mind.

Improved familiars don't convey benefits to masters directly as do base familiars. The brownie has a few minor spell like and combat abilities as well as skills, all described in the monster entry you referred to above. It has regular int, and can talk and use tools. Other than that, it behaves just like any other familiar. I can create a detailed profile for the brownie, including behavior/personality and anticipated tactics.

I'll remove one of the traits, just an oversight.


Ok, got my equipment done. I have 3000 gp left it seems. Any suggestions for gear?


Andrea1 wrote:
Ok, got my equipment done. I have 3000 gp left it seems. Any suggestions for gear?

Which alias are you playing? Gear suggestion - healing, lots and lots of healing.


Toccata wrote:

I'm not aware of a confirmation one way or the other re: the familiar mismatch. The brownie isn't the only pet to suffer from this. In this case, the brownie is substantially lower powered than any of the lvl 7 pets and just about on par with the lvl 5's...less than the elementals though. Elementals don't really work with the concept I have in mind.

Improved familiars don't convey benefits to masters directly as do base familiars. The brownie has a few minor spell like and combat abilities as well as skills, all described in the monster entry you referred to above. It has regular int, and can talk and use tools. Other than that, it behaves just like any other familiar. I can create a detailed profile for the brownie, including behavior/personality and anticipated tactics.

I'll remove one of the traits, just an oversight.

The profile on the brownie will help.


Ok. Will do!

Star Voter 2013, Star Voter 2015

Pathfinder Adventure Path Charter Subscriber; Pathfinder Companion Subscriber
baldwin the merciful wrote:
Andrea1 wrote:
Ok, got my equipment done. I have 3000 gp left it seems. Any suggestions for gear?
Which alias are you playing? Gear suggestion - healing, lots and lots of healing.

Yep. Goodman's DCCs are meat grinders, in my experience. A couple CLW wands would be good investments. I'd get a few scrolls of lesser restoration as well. A way to remove paralysis wouldn't hurt either.

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