You are all members of the Society.
Some of you are fresh, green-behind-the-ears recruits, while others have seen a handful of missions and know the thrill of danger and the risk of life that a campaign for the Society brings.
You have all journeyed to Almas, the capital of Andoran, to meet with Venture-Captain Bracket.
Almas is a large multi-cultural city forged in the hills of Androran's southern coast, with grand bridges stretching over the Tamuth, Kernite, and Moulton rivers. It's enough to make even the most dour, prejudiced dwarven stonemason feel a sense of pride.
The streets are literally bursting with people and trade (population 76,000), and there are so many happy, "free" halfings running about, it would take the Bank of Abadar years to count their teeming numbers.
Harrol and Mobled (Andoran):
In addition to the summons to meet with Bracket, another small scrap of paper arrived by messenger bearing additional instructions for your coming assignment. Falling out of the envelope, a smaller sealed packet contained what appeared to be some sort of spores.
Taldor’s silver tongues have earned a few successes for that decadent empire. One such success is the Treaty of Wildwood, which gave Taldor the cooperation of the druids of the Verduran Forest. As a result, Taldor’s lumber trade in the Verduran Forest is far more lucrative than ours. We need allies of our own in the forest. Briar Henge sits at a nexus of natural energy, and several fey creatures pass through the area regularly. Near Briar Henge—but not so near that the druids living there might take notice — plant the enclosed mushroom spores in a heptagram. If planted correctly, I am told, this symbol will alert the fey of our intentions to negotiate.
Damvorak (Shadow Lodge):
In addition to your summons to meet with Bracket, a letter from Grandmaster Torch himself was placed into your hand by a reliable messenger of the Shadow Lodge.
My Good Friend,
The northern part of the Verduran Forest harbors numerous ne’er-do-wells. Some of these outlaws were, albeit briefly, affiliated with the Shadow Lodge, and have refused our wise offer to join the Pathfinder Society in the spirit of unity. One of these malcontents is an elven archer named Tavariel. She’s been seen around Wispil, hunting lycanthropes for sport. I don’t have any problem with Tavariel’s vicious demeanor, but her position as a rogue Shadow Lodge agent makes her a thorny problem that must be addressed. If you run across Tavariel, ensure that she survives, but deliver a sufficiently stern message about her unwise decision to reject us.
Best of luck,
Benjamin and Ramli (Grand Lodge):
In addition to your summons to meet with Bracket, you received a second piece of parchment bearing a request from Ambrus Valsin.
Your journey will take you to Wispil to meet with a semi-retired Pathfinder operative named Falbin. Falbin’s erstwhile comrades within the Pathfinder Society include several members suspected of selling our secrets. We do not know whether Falbin was involved in this enterprise. You must find out. Ask Falbin—privately, if you are able—whether his friends Aviniza and Gorbenil ever made it to Sothis. The gnome will know what you mean. When you surprise him with this question, his initial response will show truly whether he knows anything, so long as you are skilled at reading faces and interpreting body language. Pass along whatever Falbin’s response reveals.
In Service to the Society,
The five of you are currently sitting and standing about the venture-captain's waiting room. A casual glance confirms the obvious - you all appear to be members of the Society, and through machinations you have little understanding of, are intended to share in an upcoming assignment.
The five occupants of the room appear to be:
A bowl of fruit and a decanter filled with clean water sits on a low table.
At an actual PFS tabletop game, I suppose you may have been immediately thrust into listening to Bracket spill the details of your assignment, but given we are able to use PbP as a medium, I present you this chance to introduce yourselves and get acquainted. I'm good if those of you from the same faction which to have some existing familiarity with one another, or wish to be complete strangers.
Feel free to post a more interesting description of your character's appearance and demeanor.
Kicking off a thread for those of you that I've directed to drop in here and nose around.
We'll start off by discussing PFS scenarios that we could play and identification of which ones those of you popping in HAVEN'T played yet.
The goals of this game include:
1. Using 1st/2nd-level PFS PCs to start. I'm OK if there's a PC that someone has already started and he/she has a couple chronicles.
2. Posting at least 5-6 times a week. I'm going to shoot for running and completing a scenario in about 4-5 weeks. It would be splendid to even get a morning & evening post on days when we're in initiative. That said, I'm also understanding if someone is away due to real-life commitments. Ideally this comes with advance warning and some direction on how the absent PC will act if it's during combat.
3. Hitting "pause" on the PbP during a window of cons (KublaCon, PaizoCon) if some of the players would like to take their PCs out for in-person antics and mayhem (particularly mayhem).
When you pop in, please let me know what scenarios you can or can't play in (whichever is easier to communicate). If you've played most of seasons 0-3, calling out the handful of scenarios you still haven't seen yet would be great.
Thanks -- and hopefully this is something that can get kicked off in a week or so depending on how voracious you all are.
Here come's a question about Field Plate.
PFSRD .. 1200g
Inner Sea World Guide (no errata) .. 1200g
Adventurer's Armor .. 1200g
Adventurer's Armor errata .. 400g
HeroLab .. 400g
What should it be?
Regardless of the source, is this the right cost for it given other armor options?
Doruk Aralynn and Martigan:
The three of you have just recently arrived in the Free City of Greyhawk and are somewhat disappointed to find that the streets are not paved with gold and the fountains don't run with Nyrondese wine. Nonethess, like most new-comers, you passed through the grand Highway Gate and made your way up the city's main avenue which the locals refer to as The Processional.
You were quickly ushered into The Foreign Quarter and found yourselves at the famed Mercenaries' Guildhall, whose reputation for high pay and trained swords are only overshadowed by the promise of an open bar and free drinks to all it's members. A little research by Doruk revealed that new members must first part with ten gold orbs to be granted their first year of membership. Not only that, but both Doruk and Aralynn would be expected to pass some sort of "combat test" to be granted admission. It seemed they were willing to skip the test for Martigan as they recognized his abilities with The Sun Father.
You have all been somewhat unnerved since passing through the gates this morning, as your weapons were expected to be peace-bonded at all times. At least the parts of the city you have traveled have seemed safe and orderly, if not busier than you have ever before seen a city be.
After departing the guildhall, the first inn to catch you eye was the magnificent Silver Dragon Inn. As you approached the entrance, you noted that the Inn boasted three separate restaurants, specializing in frying, grilling and baking. From the second floor drinking hall, a rowdy assortment of drinking cheers and songs could be heard. Weapons were not allowed within, nor were revelers wearing any sort of metal armor.
Given the crowd gathered there, you made your way to the next inn, the nearly-as-magificent Blue Dragon Inn. In fact, this inn bore more than a striking resemblence to the qualities of it's sister - something that would surely be intentional on the part of it's owner. Seeing as there seemed to be more room for foreigners such as yourselves within, you acquiesced to it's policies of checking arms and armor and made your way inside and spent your first night here.
It is now the morning of your second day in the Free City and you find yourselves stabbing at luke warm eggs and bacon and wondering what your collective futures hold.
The three of you have already made a round looking for additional work, but most of the others within having breakfast admit to be fairly impoverished foreigners as well, who are not yet ready to hire a single guard, yet alone a group of three. Many chuckle a sarcastic "good luck" as if finding someone willing to hire a group of three all at one time is an unlikely bet unless you are full fledged members of the Mercenary's Guild.
I made a lot of presumptions here upon where you'd be willing to go, mostly to get the ball rolling quickly here. Feel free to drink and chat about your plans upon arrival, or reminsce about times past. The usual.
You awoke this morning in the small bedroom of your third cousin's small home in the Free City. Thinking back to the past year of studies at the University, you can't help but to think how far you have come. Your final examination had let to much appreciation by your masters and fellow students as you overcame some of the prejudices that hung over your head since admission. Namely, "a dwarf could never be a proper wizard." Unfortunately, your prowess had resulted in the price being set at future studies at two-hundred gold orbs per annum, a loftly sum well out of your reach now that you had eaten through most of the money your clan had provided you with upon your journey.
Your cousin, Theldrat, a local locksmith of some renown, had offered you some menial work within his shop. Up until recently you had been avoiding the topic but he finally convinced you that your room and board would not be provided by his family forever. His business had reached new levels of fame in the recent weeks, as his reputation had grown by leaps and bounds that no lock was beyond his ability to open.
He admitted to having received some threats recently inquiring about his secrets. You had noticed a gradual change in his demeanor the past week, and suspect a letter he received yesterday was the final straw that broke the camel's back. He's given you a bag with a hundred gold orbs and asked that you seek out some "hired help" for protection. He specifically told you to avoid the mercenary's guild hall directly, feeling the swords within were too over-priced. Instead, he all but told you to seek out the assistance within The Blue Dragon Inn and find some "fresh blood" new to the city, who might not quite know their market value yet. He has trusted you with the ability to make this gold cover at least hiring three additional guards for as long as you believe you can secure them for.
You know he has also made arrangements to retain a local knife-expert named Petrel. Men who were good with knives were priceless in the city, as the small weapon was exempt from the city's peacebonding laws, often making them the single most valuable weapon a man or dwarf could carry. He has suggested that you two perform this recruitment together, with Petrel sizing up the prospect's combat capabilities, and you handling the payment and the "other skills" one might wish to have.
You received a note this morning, hastily written by your former "companions" - a small crew that was hoping to garner the attention of the Free City's notorious Thieves' Guild.
The note read:
Simon and myself have finally decided it's best to part ways. You may not have noticed, but he and I have both had an on-and-off relationship the past several months. We have finally given up on what we thought was our dream of being full fledged members of The Guild. Instead, by the time you read this, we should be on our way to Diamond Lake, where Simon's uncle promises him honest work in the mines. I trust you will survive, as you have always been particularly hardy and a survivor at heard.
Best in your future,
As luck would have it, a local locksmith that you had some honest work with offered to retain you at a modest weekly retainer of ten gold orbs a week to provide additional protection. You had noticed this locksmith, Theldrat, was getting more business than ever as his reputation that no lock was beyond his ability to open spread through the city like an unchecked fire. Having not many other options, any jobs planned, and with the news your crew was no more, you had agreed to accompany his cousin, Mukluk in the task, and had met the dwarf this morning outside the Blue Dragon Inn to help him hire some additional guards.
Mukluk and Petrel:
The two of you enter the second floor of the drinking hall together. Petrel was exempt from checking any weapons or armor at the door. The crowd hasn't picked up yet. You spot mostly repeat customers within, men you know to be foreign merchants freshly arrived at the city. There is a group of three that neither of you recognize - two men and a woman with some elvish features.
Theldrat's shop is almost across the street from The Blue Dragon. You are supposed to meet him in about an hour at his shop with whatever additional "guards" you can retain with this short notice.
There are nicknames for all the coins within the Free City:
Have at it!
Welcome to the prologue...
The campaign should span levels 1 through 10.
I will be adapting a handful of modules to cover the experience from 1-4. The early adventures will be mostly urban adventures set in The Free City of Greyhawk and Safeton along the Wild Coast.
Then I plan to unleash the Scourge of the Slavelords adventure path somewhere around level ~5, which includes all four original adventures. This will be a fairly equal distribution of urban, rural and dungeon adventuring.
I will be adapting all of this to Pathfinder rules.
Slavelords will be decently retrofitted to make it less boring than some of the parts originally penned by Gygax.
Characters will be generated using the following ability array (which is a 12-point buy):
15, 13, 12, 11, 10, 9
Then apply a +2 bonus and a +1 bonus to apply to any two abilities, prior to racial bonuses. These two bonuses must be used on different abilities.
This is intended to calibrate characters somewhere between a 15 and 20 point buy. This will be fine, as PFRPG characters are already more powerful than 3.5 and AD&D equivalents.
You'll get 2 traits to begin play, along with a bonus campaign trait as your 3rd trait (which will likely be worth a full feat).
I'll put additional information for races and rules in my DM profile. Details on elves, dwarves, etc is already there.
Any material published by Paizo is allowed (UC, UM, APG). Obvious regional or racial fare is subject to approval (i.e. a Varisian themed ability can be retrofitted as a Rhenee ability).
Actual play will begin in The Free City of Greyhawk, so you'll want a reason for either going there, or to be a local.
In the Gendarme archetype for the Cavalier, one of the features is:
"He gains bonus feats at 1st level, 5th level, and then every three levels thereafter, but must select these bonus feats from the following list:"
There are 7 in total listed, one of which is Spring Attack.
The wording then says; "If the gendarme has already selected all of the listed feats, then he may select his bonus feats from those feats listed as combat feats"
Now presumably a Human Cavalier could be built such that:
1st: Feat A (from the list)
Can he pick this up (Feat G aka Spring Attack) so that at 10th level he can pick any combat feat? -- even if he doesn't meet the prerequisites? (i.e. has a Dex 10).
Or, does he just pretend he doesn't need to pick Spring Attack and moves onto any Combat feat he does qualify for?
If it's the first case, he can pick it without the pre-requisites, is it only because it's the last feat on the list, or could he pick it without meeting the prerequisites earlier (say level 1?)
Question came up on this part of cavaliers ignoring the armor check penalty when making a Ride check to swift mount or swift dismount their personal mount companion.
This is the section in the rules:
Is the act of mounting and dismounting (swiftly) part of "while riding his mount"? Or is it an area where he's not riding (yet or anymore), so his armor check penalty would count when he tries to quickly get onto his horse?
One of the things I love in our games is that newer APG classes like the Inquisitor and Witch, in their signature class abilities, present a good option for roleplay - while in the heat of combat.
By this I mean the Inquisitor can appeal to their deity when they use their judgement and switch it around during a climatic battle, beseeching their god for protection from harm in 1 round, while in the next asking for retribution. The witch, while using a ward hex in one round can move to giving someone a dirty look in the next via the evil eye. The players at the table love getting into character.
The magus strikes me as a class that can reward creative characters and provide a combat-oriented roleplay outlet at the same time.
Basically, rework spellstrike so that a magus can spontaneously lose ANY prepared spell to power a spellstike. Depending on the spell they lose, the effect of the spellstrike varies.
Upside: You don't need to go to something dull like an 'arcane pool' which is only a raw number to keep track of. Also, you don't have to allocate half of your already scarce spell slots to touch spells.
Basically, you'd have a section for spellstrike that tells you depending on the spell you lose, what happens. You can activate your spellstrike by giving up a spell as a move action to power your next standard action attack.
N is the level of the spell spontaneously sacrificed.
Evocation [fire]: Your weapon gains the flaming property, doing +Nd4 fire damage for N rounds on successful hits.
Abjuration: Your weapon provides extra defenses, granting +N to AC for N rounds.
Necromancy: Your weapon drains strength when it hits for the next N rounds, draining N strength per hit.
Transmutation: Your weapon gains +N to hit for the next N rounds
Enchantment: A non-lethal attack by your weapon, if it hits, can put the target to sleep for N rounds if they fail a DC10+Int+N Will Save.
Divination: By holding your weapon, you gain a +N insight bonus on one of the following types of checks for N rounds: Survival, Perception, Spellcraft or concentration checks.
The outcome - hopefully - is a chance for a player to really describe how their False Life spell (if it was on their list) becomes a strength-draining effect, or to describe how their True Strike spell suddenly helps them find water in the desert using their rapier as a diving rod.
Plus, it rewards variety in spell preparation - which IMO - is always a good thing.
Summary: Long, but the magus player was fairly bored, and was jealous of most of the rest of the party during level 1 play.
Party summary - all 1st level:
Human Fighter, Scale, L-Sword & Hvy Shield; Dodge, W-Focus, Toughness; S16 D14 C16; Hp17 AC19; Combat: +5 (1d8+3)
Human Barbarian, Greatsword; Power Attack, Cleave; S18 D14 C14; Hp12, AC15; Combat: +5 (2d6+6) or +7 (2d6+9) raging
Human Cleric of Erastil (Growth,Fur); MWP Greataxe, Lighting Reflexes; Spells: Bless, Shield of Faith, Enlarge; Domain: Enlarge (swift), +10ft speed (swift); S14 W16 Ch14; Hp10, AC14;Combat: +2 (1d12+3)
Elf Magus; Rapier, Leather; S12 C12 D16 I16; W Finesse; Hp9, AC15; Spells: Color Spray, Shocking Grasp;Combat: +3 (1d6+1)
Half-Elf Alchemist; Dagger, Leather; S14 C12 D12 I16; Point Blank; Hp9 AC13; Mutagen, Cure Lt, Shield; Combat: +2 (1d4+2)
Most of the PCs had to move to engage. The fighter "tank" went to the mounted goblin, who had 2 other goblins protecting it. He walked past 2 goblins who got their AOOs and both missed his AC19. The barbarian raged, ran up to a pair of goblins starting a fire, and hit with a cleave, doing I believe 11 damage to the pair (his +7 to hit easily made the 13-14AC). The alchemist spotted another pair, lobbed a bomb, hit blowing up one for 6 damage, and injuring the other for 3. The Cleric cast Bless for everyone. The magus, not seeing any large groups left, worked his way around behind the leader to set up a flank (took the full round since he didn't have Acrobatics to avoid the AOO).
In terms of being attacked, the tank was missed, the goblin warrior ran up and missed the cleric barely. Out of the little goblins, the alchemist took a few points and the barbarian was hit once for a few points.
Round 2, the Fighter swung his longsword against the leader and hit (+6 to hit) for 9 damage. The Cleric used his domain power (6 uses a day) to Enlarge himself as a swift action, then moved into to try to grapple the goblin warrior. With his large size, he grappled successfully. The alchemist lobbed another bomb, killing the one he singed earlier, and injuring another. The barbarian sliced through another (even though he rolled a 7) for 15 damage. The magus decided to use "his big move for the day" against the boss - and FAILED the concentration check of DC17 (he rolled a 12 but only had +6).
The goblin warrior wiggled free from the cleric, and a couple ran over to defend their leader. The fighter was missed again (AC19) and the magus took 4 damage from a goblin mook who rolled a 13 (AC15). The magus player was definitely feeling like the "lamest player" - since he was half dead and hadn't done much yet.
Round 3, the Fighter swung again against the boss and missed. The alchemist cleaned up the rest of the stray mooks with splash damage, and the barbarian and the cleric teamed up on the warrior. The cleric did like 13 damage with his greataxe, and the barbarian added another 15. The magus took a 5 foot step and used his last spell to color spray 3 goblins, including the leader. The 2 mooks fell unconscious, although it was only DC14, it was close.
The rest was just clean-up, the barbarian couldn't miss much (he only needed a 7-8 to hit and was 11-21 damage). The alchemist lamented not being able to use his mutagen..
Speedbump Encounters (5-7 of them)
The party was “ready to keep going” and track the goblins to their camp – as most felt they hadn’t used up even half their daily abilities. The cleric suggested “I can still enlarge myself several times a day, still have a 1st level spell, and a bunch of channel energy” (he used 2 to heal up the party, with a 1 and 5 rolled). The fighter was good to go. The alchemist pointed out that he didn’t even use an extract or mutagen yet, and had tons of bombs.
The magus, however, was the one pulling to rest for the night. “I used all my spells… well except Daze I guess”. It was true, he used everything he had for a fairly unspectacular performance. While all the other classes used a fraction of their abilities (I’d guess 1/3rd) for pretty impressive ones all around.
Long story short – the party rested – especially since we were “doing this for the magus playtest” and there wasn’t much good in seeing a 3/4 BAB class without buffs or sneak attack or skills run around with a rapier.
If you fast forward to the next day, there were several low CR speed-bump encounters. There was some interesting RP where the Barbarian tried to predict the weather using Survival or catch a deer for a meal. They ran into some bear traps which the Alchemst disabled using his Perception and Disable skills. The magus, with high Int, ended up with ranks in Intimidate, Acrobatics (without +3 bonus), Arcana, Spellcraft and UMD. Of course, he wasn’t great at most of these – since they were Charisma based, and there was little chance of him having that as a high ability.
In most of the speedbump fights, the magus was really tight on using his two spells. He used Daze once, but the barbarian, alchemist, cleric and fighter really continued to outshine him as he played conservatively. He was really just a guy with +3 (1d6+1) in combat without any skills or sneak attack. There was some joking at the table that he could be playing a High Strength Commoner or High Dex Commoner and be as effective if he wasn’t going to use spells (which forced him to use a Daze and Ray of Frost), although you could argue he was better off firing a longbow for +3 (1d8) as Ray of Frost at +3 (1d3) against some of the low AC fodder.
Final BBEG Fight
Unfortunately, it didn’t end well – the player suggested he’d probably re-roll if this was a real campaign as he just didn’t feel competent as everyone else. He had a bunch of fun fluff where he was trying to be an Elven Bladesinger, but his combat ineptitude and lack of use outside of combat really got to him.
In our recap, we discussed how maybe he should have been a big strong half-orc magus, but the player griped that he wanted to play the stereotypical elf bladesinger, which given Elf racial bonuses, would be a Dex fighter, not a Str one.
We had a debate on how the iconic on page 3 was built. Was he high Dex or high Str? What weapon was he using? You wouldn't want an Elven Curve Blade (it's 2H). It's not a rapier (which he thought would be the best 1H weapon for him at 1st level). We then degenerated into discussing how "the class might work at 1st level if it had a Heirloom Weapon Sawtooth Sabre".
Anyway... that's our playtest. I don't think the players have the energy to attempt another one.
It occurs to me, through a little play-testing and reading the forums, that maybe the Magus is just missing some feats that were inevitably part of the plan - and that how a couple of feats could make a dramatic difference to the class.
For example, based on past classes and fighting styles, these feats could conceivably exist:
Extra Magus Arcana
Sword and Spell Fighting
I know a lot of folks will complain about having class-specific feats in order to bolster what they may feel is an inherent failure of the class to provide the feature. However, most melee combat classes require feats to be competent in their combat style (i.e. TWF, Power Attack, etc)
With a couple feats, you have a viable choice outside of always taking Combat Casting. For example at 1st level - getting rid of the utter pit of despair at losing one of your 2 spells on a missed attack or concentration check makes that level a little more bearable - especially since at 50%-65% chance of failure. You might go a whole level without ever feeling your class feature is providing valuable benefit, otherwise - and heavily consider a re-roll.
Spontaneous casting of touch spells could be an important feat. This allows the Magus to pick up spells like Color Spray, Enlarge, Grease - and then as the day unfolds determine if he uses those, or reverts into the melee guy who adds some extra damage to his attacks.
Also of note, we don't know what the racial favored class variants will be... certainly elf and human will get something tasty.
My first impression of the magus is it feels a little one-dimensional for the new standard of base classes (compared to inquisitor, oracle, cavalier, etc). I realize archetypes could give variations, but the class does feel lacking compared to the new standard of base classes from the APG in it's non-archetype form.
I'd separate the modular mechanic of a magus into styles and suggest that a magus academy could teach it's students one offensive style and one defensive style at 1st level (like selecting a Cavalier Order, or an Oracle Mystery, etc)
For example, you might learn the "Spellstriking" offense and "Master of Force" defense in Nex, while the Chelaxian Academy of Magi might teach the "Fire and Brimstone" offense and the "Classical" defense.
I'd then narrow down the spell list to a more restricted list (say taking Color Spray, Shield, etc off the base list) and give back spells through the styles.
The following is just me vomiting up styles to try to communicate a rough concept of how this might work - it's not intended to be balanced, but only to thematically promote variety.
Offensive Style: Spellstriking (this is the class in beta)
Offensive Style: Master of Rays
Offensive Style: Deceptive Assailant
Offensive Style: Fire and Brimstone
Defensive Style: Master of Armor
Defensive Style: Master of Force
Defensive Style: Evasive Defender
That's just a dump - I'm sure if I spent more than 20 minutes word vomiting, I'd be more clever.
Say you have the following initiative:
On your initiative, in round 1, you cast Summon, your riding dog or whatever appears on round 2 at init 14, Say you're only level 2, so it only lasts 2 rounds.
R1 I14: Begin Casting
Does the dog disappear:
a) after attacking in round 3 at Init 14?
b) before attacking in round 4 at Init 4?
Obviously this is material since you have a summon for a little longer in (b) and it can take hits, provide a flank, or make an AOO.
In the case of (a) does it disappear before or after the caster's turn? (if it disappears before, then a flank could be lost).
I've always ruled they stuck around as per (b), measuring the duration from the moment the spell completed, but have seen many PbPs where folks measure it from the start of the casting.
Didn't take long for this to come up with my players!
This is a new level 1 witch/bard spell in the APG that says:
So as a DM, I'd rule this means if the creature in question is a dual wielding fighter, he would sheath a weapon before taking the item, so it's not making him drop his offhand weapon.
One area of question is, if this is an enemy, will he drink it right then and there, provoking AOOs for drinking a potion? If he uses his move action to move away, its still an AOO. So I think I'd rule that yes, he'll stand in that same square and use the item so this is a way to get AOOs from your whole group if you hand someone a flask of water (placebo potion?)
I suspect this spell will cause a good amount of table talk. Did the low Int bugbear know that flask was an alchemist's fire or did he think it was a cure light wounds? It did have a label on it that said "Curez"...
How do you rule the use of the additional attacks granted from the aspect's natural weapons?
i.e. Wolf gets a bite attack, Bear gets 2 claws + 1 bite, etc.
Can the bear aspect attack with all 3 natural attacks without any penalties?
Can the wolf aspect swing his scimitar (or similar) then also perform a bite attack as part of a full round action? Which attack, if any, receive penalties?
The most relevant section comes from the combat section...
I believe we have a casualty in our Second Darkness AP group - their main healer. I'm opening recruitment to either replace the character, or add a 6th if he returns in the next couple of days.
I'd like to see non-bard healing-capable submissions, excluding paladins (a LG alignment will be too challenging at this time).
This includes: Clerics, Druids, Oracles, Witches
Start at level 1, and use 20-point buy.
Most important to me is a strong character concept and personality that will mesh with the group, and compliment them in both roleplay and party balance.
The party already includes: 1/2 Orc Fighter, Human Bard, 1/2 Elf Alchemist, and Dwarf Monk
A bit of background --
While spending an evening at the Cheat The Devil and Take His Gold gambling tournament, the heroes successfully united to avert a heist staged by a number of bandits, and were since offered junior partnerships in running the gambling hall. In the days that have passed, they have dealt with a number of challenges that would befit owners of a gambling hall in the thieving, waterside town of Riddleport.
The game is run on the Myth-Weaver forums, but I know some of the best PFRPG players are recruited from the Paizo site...
In a given initiative count, can you ride your mount for a double-move, then with a Ride check, dismount as a free action, to then make a double move with your actual PC ending in an attack?
I couldn't find anything written that suggested you couldn't have the horse make a double move (covering 100ft) then pop off it and double move your PC ending in a charge attack (covering possibly 60-80ft depending on PC movement). You don't really expect a character to cover 160-180ft in a single round, making multiple direction changes, and ending with an attack at level 1-2...
Say you are a wizard and you have a wand of shocking grasp.
Say someone comes up to disarm the wand from you (and they do not have Improved Disarm).
Assuming the wand is in your hand and has charges, can you make an opportunity attack with the wand, expending a charge to make a touch attack and use the shocking grasp?
A cleric of Desna is able to summon a Lyrakien (Skinsaw Murders, p86) with Summon Monster II. For most clerics, at 3rd level, the summon would last 3 rounds.
Is there anything inherently wrong with a cleric who summons Lyrakien and then has them immediately use all 3 of their cure light wounds spells?
Instead of directly casting Cure Moderate Wounds (for 2d8+3), this is effectively 3d8+12 since the Lyrakien is CL 4th.
The Lyrakien is definitely more versatile, beyond just being used for the healing, it could make use of it's flight, Desna's Glare, Confusion or other abilities to help through a tactical challenge.
As a DM I like the RP value of a Desnan cleric beseeching Joidyrilli the lyrakien pixie for aid - it's more interesting than casting the 50th cure spell directly or from a wand.
Question is - is it balanced? It's a weaker heal in a single round, so it wont take the place of a Cure Moderate if your main line warrior needs to get back 2d8+3 in 6 seconds, but it does have the benefit of at least fire and forget for 3 rounds, creating a tiny flying medic for a fight, which is pretty cool.
Without thinking, I made a middle-aged cleric for a campaign. I didn't adjust the Str/Dex/Con or Int/Wis/Cha - I simply wanted to play someone "older" (makes me shudder to think 37 is old).
For the DMs out there - do you enforce that new PCs are in the acceptable starting age range? Do you let PCs be any age they want? Do you play with the modifiers to abilities if so?
I've decided to run the Second Darkness AP as a PbP game, using the Pathfinder rules (it was originally 3.5E).
I'll be open for character submissions through until June 2nd, which I'll pick the best ~5 characters submitted.
I'll be playing the game on the Myth-Weavers website, since I tend to like their mechanisms for dice rolling and character sheets, but I'll submit any characters from Paizo readers either here, or on the MW site.
Elements of Applying
All submissions should include:
Characters must be bent towards "doing the right thing" yet must also be familiar with Riddleport. Backgrounds should focus on either natives of Riddleport or the surrounding areas. Characters must also have a good reason to attend the Cheat The Devil and Take His Gold event - inspirations can be found in the bonus traits.
Thanks, and can't wait to get started.
For this game, I'd like it to be composed of "frequent posters" - meaning you can post at least twice per weekday (weekends are off). I'll do an early and a late update to keep the game moving. Obviously folks will have breaks/vacations where their characters actions can be taken by the DM if they need a week or more away from game.
So I'm giving a shot at running a campaign in Oerth (Greyhawk) using the Pathfinder rules and looking to crowdsource you all for some clever ideas.
I've had a player come to me wanting to play a character who would be a Wolf Nomad of Wegwiur. Of course his focus is Barbarian as his main class.
Now outside of suggesting 4 levels of ranger or 1 level of druid to pick up an animal companion... What would be fair ways to allow him to meet the "fluff" requirements of said wolf companion?
I've given the option to simply take 25g of starting money to purchase a wolf cub, or possibly burn a starting trait - where the cub would essentially have the stats of 1 HD dog, and he'd be using Handle Animal for all interaction.
But say he wants more than this without the dip... I see a possibility being a variant like the PF Setting ranger variant where he maybe loses Trap Sense at 3rd to get a wolf companion with his druid level at 1/3rd his barbarian level?
This came up in a PbP game's OOC thread - is the Holy Warrior variant of Cleric balanced as it exists in the Pathfinder Campaign Setting (pg.43)?
I searched for prior discussion on the forums - and it was a bit light.
The only thing I found was James talking about actually adding "Heavy Armor proficiency" above and beyond what's printed (which would increase it's power slightly at mid levels when heavy armor was affordable?).
Thoughts? Discuss away...
Next session should finally see my group getting into the doppelganger lair. I went ahead and coerced a player into playing the part of the Ixiaxian, and he's done an awesome job being "creepier" the past sessions as the group pursued some player-initiated tangents in the Free City.
My general question is that I'm looking at Sodden Hold and trying to rationalize Ixiaxian waiting until the mirror room to reveal that he is in fact a doppelganger, obviously by dropping the bomb when the player announces he is attacking another player (or similar).
A few parts where I'm concerned:
- Would he do anything special with regard to the invisible stalkers or the octopus?
Any insight as to what others have seen done here would be great...
Seeing the new Marut in the Underdark DDM got me thinking about how it might be fun to run an Inevitable in a game at some point, hunting down someone avoiding death, breaking an oath or denying justice...
Does anyone out there know if any Dungeon adventure features an Inevitable they could direct me to for a little creative inspiration?
Haven't seen this topic brought up yet...
When did everyone start the adventure? Or was the day/year even relevant in your campaign?
I started mine (like I do almost every adventure) on the last day of Coldeven, with the next day being Growfeast. The party has spent the first 3 days of the festival poking around the cairn. I'm playing it like any other day in DL, most of the celebration was on the first day, and took place almost all in doors as I have the townsfolk naturally dividing themselves up among the hotspots. Day 4 is Cuthbert's Day which led to some interesting fun.
I have been elusive on the year with the group. I know the module publishes with a date ~CY595 and has set some material events such as Red Death in the 570's. I've been mulling with dropping this back 12-13 years to right after the Greyhawk Wars...
What's everyone else done, if anything?
As I finally got down to running Whispering Cairn, I actually ended up 'running Diamond Lake' for most of the night as the players focused on character development and NPC interaction.
One of the players was the 'fourth son of a noble' from outside of town (I suggested his family was from one of the manors south of Greyhawk as shown on the maps from the boxed set). He rolled into town with only 3 orbs to his name, and after having met up with the other players (who all live in various spots throughout town), decided to get himself his own place for the night.
Following up on leads on places to stay, he checked out Jalek's and was promptly disgusted at it's conditions, his 'room' lacking even a door or a bed (and I included a chamber pot, which was full).
His other lead was the Able Carter, where he learned a room for the night was 1gp. He ponied up the cash, and after a meal earlier in the day was down to a handful of commons.
I'm pretty sure I'm reading the town right in that there are really only 2 places to stay - Jalek's and the Able Carter. I know gnomes can probably crash at Tidwoad's (I'd allow a particularily diplomatic character that option perhaps as well).
Has anyone else played such that other options in town in between are available? (i.e. 5sp a night). I've turned the Emporium, Lazare's, The Spinning Giant, The Hungry Gar and The Rusty Bucket into pure nightspots, with no lodging really available for non-locals. I figure there's not a whole lot of visitors, and the two mentioned above essentially corner the market. It has had good results too, since that player is keenly motivated to find a quick way to make some cash.
While waiting for the Overload download, I threw together a NPC list that I could roll for random NPCs on (I just reroll if I don't like what comes up) and also refresh my memory on who is who. It's going to lose formatting here, but I can email the PDF if anyone wants...
I use AEG's Toolbox product for random non-named NPCs, which I'm not including here.
Table 1. NPC Encounters
Table 2. Detailed NPCs