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Hi everyone! One of my students is completing a project for her Higher School Certificate on how GEN-Y differs on political and civil engagement. She is conducting an online survey and needs as many participants as possible. Especially from Australia. The project is worth 40% of her final mark for this course and she has done a lot of work to get this survey going. If you could spare a minute of your time to complete the survey, it is found here, your participation will help immensely. Thank you! EDIT: Fixed link! Hi All! I have yet to purchase the Beginner's Box. However, I was wondering, for experienced players would the rules lend themselves to pick-up games? Often, due to "real world" demands, our group numbers can vary from session to session. I am wondering if the Beginner's Box might be a simple way of playing a one-off session here and there? I like the idea of running a PbP here on the boards. I am thinking Golarion and using the Pathfinder rules. I have lurked around some PbPs recently. I suppose, I am just seeking some general ideas and tips from GMs and players involved in existing PbPs that I can take onboard before I make the step towards recruitment. One thing that concerns me is pace and how to bring the adventure to life through this medium. Also, how much detail should you give and is there such as thing as too much detail (the Gygax Factor, so to speak)? I now have a copy of Ultimate Magic and I am very keen to try to use the Words of Power magic system. I am thinking of something along the lines of Thassilonian glyph magic [which was probably more an Azlanti thing...] that has come up in our current campaign. Has anyone attempted to introduce any form of glyph magic into their campaigns for Pathfinder? If so, how did you do it? Any ideas would be appreciated. I have a rogue 3/wizard 5/arcane trickster 2. So I am thinking that Scribe Scroll could become Scribe Glyph. When creating a scroll, the character scribes a glyph rather than a sentences or words. Also, would it be too unbalance to introduce more somatic components into casting rather than verbal components. This would represent drawing a glyph in the air rather than reciting words (even though it is a Words of Power magic system). Basically, I am trying to keep the more free style of play that Words of Power offers, but keep with the idea that the character is learning a 'new' rediscovered form of magic. I have put my hand up to GM Book 4 and this Friday night will run a wrap-up session for Escape from Old Korvosa. The PCs have managed to survive their encounter with House Arkona. However, they are now spoiling for a fight and want to bring the pain to the Arkona on their turf. Now, our GM for the adventure path has scaled back the power level so that we are between 13th-15th level at the end of the campaign. However, one of the rakhasa would be challenge enough for the PCs! So I need to adjust the encounters to make it more balanced. However, does anyone have tips on how to conduct a fight between the PCs and House Arkona. I think it could end in a bit of a wipe, but I do want to give them a chance. This is my first time at GMing in ages and my first time GMing Pathfinder. The group consists of: LG human paladin of Abadar 7 (plus LG human cleric of Abadar 5 cohort)
The group has emphasised roleplaying over combat for most of the campaign. However, I do want to give them a chance to pull this off. Does any one have any tips on how I can run the fight while not appearing to simply hand victory to either side? Hello everyone! A long time back I asked about the possibility or using the wizard class (one class only) but also mimicking the abilities or a rogue. Basically, our GM likes us to use the Pathfinder books only. This request is probably unrealistic and not easy to work. However, any assistance or ideas are really appreciated! :D I have been using the beguiler class and now I am trying to build my character again, this time only using the Pathfinder rulebooks. Is it possible to use the wizard class to mimic the abilities of a beguiler? Here is what I have to work with as it is a pre-existing character... - Epic point-buy (my character's stats are Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 14)
The character is a scholarly/sage type who also spends a lot of time seeking knowledge personally or becoming constantly embroiled in the events of the Curse of the Crimson Throne adventure path. She is also a member of a minor noble house. I am not too concerned with optimisation or being able to drop the biggest, baddest bad-guy. There are people in our group who can help do that already. I am really looking for ideas on how to re-create the beguiler without losing too much spell-power (trying to keep as close to 3rd-level spells as possible). I have been thinking of bard and sorcerer as options. However, this may take away from her concept a bit. Some feats I have been thinking of are... Human bonus feat - Martial Weapon Proficiency (rapier)
I kind of see her using her magic to buff herself, and distract or confuse opponents. Definitely a support character. Alright, I may not get away without multi-classing, but does any one have any ideas? I am thinking that may be a rogue 1/wizard 5 might work! Thank you for any assistance. I am about to bring a new character into an established campaign based on the Curse of the Crimson Throne adventure path. The characters are already established in Korvosa and have played through to the third book. The guidelines for character creation are that I belong to an established house (one that has been designed as part of another character's background and his character's family), human race, 6th-level, epic 25-point build and either Lawful or Neutral alignment, no evil characters. My idea is to have a younger son of the family go away on crusade to Mendev. He has taken the Crusader's Oath and has spent the last two or three years fighting evil. Before he left on crusade, he was a rakish layabout who had very little ambition and enjoyed the benefits of being a younger son in a doting noble family. After the death of his closest sibling at the hands of Gaedren Lamm, he argues bitterly with his brother-in-law and becomes withdrawn. Eventually, he falls out with his family and takes up the Oath to go on crusade. Dropping out of the Endrin Academy, he swears allegiance to his god, Abadar, and heads off with other volunteers for the north. Over the course of these two or three years he grows up, becomes more devout (becoming a cleric) and is eventually wounded. His time at an end in Mendev, he returns home to find his city in peril. Putting the past behind him and attempting to reconcile with his family, especially his brother-in-law since he has avenged the murder of his sister in the first gaming session, to focus on the threats to Korvosa. Even though he is war-weary, he does not hesitate on joining the fight to save his homeland. Yes, a bit cliched. However, I have been keen to play a crusading martial-type since the new rules were released. So, my question is, how would you design a crusading priest of Abadar? I am not sure to focus on Abadar or Iomedae. I am also stuck on skills and feats. Thank you for any assistance! :) I am trying to take the PRG sorcerer and make a "battle sorcerer" concept for a character. What I am looking for is some advice on how to build a sorcerer (without dips into other classes or variant rules) that can fight with a blade (preferably a rapier) and still be a decent spellcaster. The build is based on: - 25 points for point buy
Can anyone help with some suggestions for a build? I am thinking initial feats would have to be Improved Initiative, Martial Weapon Proficiency and Weapon Finesse. Arcane Strike would be another one for 5th-level. Thank you,
I created a fey version of the aasimar and the tiefling. Please let me know what you think. Wyldling Wyldlings are usually tall, good-looking and generally pleasant. Some have a minor physical trait suggesting their heritage, such as light green hair, golden eyes, an unnaturally intense stare or a unusual way of moving or speaking. Wyldlings are naturally curious and often become scholars and travelers to satiate their desire to seek the unknown. Most wyldlings are decidedly neutral and often err on the side of good. They have a tendency to fight against evil causes, especially if they feel personally involved or responsible in some way, but shy away from trying to sway others from good or evil. Wyldlings are humans with fey blood in their ancestry. Unlike aasimar or tieflings, the unpredictable properties of a wyldling heritage in a family means that a wyldling may be born unexpectedly many generations later. Like other planetouched, wyldlings cannot sustain their own communities and are not fertile within their own population. Most wyldlings consider the infernal fey'ri to be mortal enemies.* Racial Traits:
Low-Light Vision: Wyldlings can see twice as far as humans in conditions of dim light. See Chapter 7. Skilled: Wyldlings have a +2 racial bonus on Perception and Stealth checks. [b]Spell-Like Ability: Wyldlings can use hideous laughter once per day as a spell-like ability. The caster level for this ability equals the wyldlings class level. Fey Immunities: Wyldlings are immune to magical sleep and get a +3 bonus on their Will saves against mind-effecting spells and effects. Fey Sorcery: Wyldling sorcerers with the Fey bloodline treat their Charisma score as 2 points higher for all sorcerer class abilities. Languages: Wyldlings begin play speaking Common and Sylvan. Wyldlings with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Elven, Gnome, Goblin, Halfling, Orc and Terran. * I threw this in because I am a bit of a Forgotten Realms nut. Alright, there has been a bit o' discussion about the American Civil War lately. In Australia, we're pretty boring and never had a civil war or even a War of Independence! In 2010, I am teaching Modern History and one of the topics is the American Civil War. I know a bit about it, but I am an ancient historian and have only taught Modern History once in the past. If anyone can offer any good suggestions on possible books and resources, please do! Any information on the ACW would be fantastic! A brief rundown on the war would be grand as well. This campaign journal contains the material created by the GM and his players for the Savage Tide Adventure Path. The League called off the campaign once we were done with the Battle of Farshore. This was due to GM burnout and some (not all) of the players becoming disinterested in the adventure path itself. The Savage Tide was our first attempt at an adventure path and we have learned a lot of lessons from our experiences playing. Our journal was more randomly created than for our Curse of the Crimson Throne adventure path. Also, our group created a Yahoo group to add the potential for roleplaying between characters. We now have our own forum and campaign wiki for the Curse of the Crimson Throne. The Heroes of Farshore were as follows:
A lot of our Yahoo journal was based around house rules, loot and other topics that probably wouldn't be that interesting here. Please note, the following is randomly posted (I am missing a lot of e-mails) and we have improved our journal style for later campaigns. This is an old campaign our group placed on hold as the GM allowed RL to get in the way of roleplaying! :D This was a homebrew "Modern Pathfinder" game, using the d20 Modern/Pathfinder Beta rules, and was inspired by urban mythology and popular culture. The players came from different backgrounds in this campaign and were influenced by a various authors and motion pictures. To help us bring our various characters together, the GM allowed us to use parts of the character creation rules from the Spirit of the Century roleplaying game. Currently, the campaign is on hold and we have been mumbling about making it active again some time in the future... The hunters were: Amelia D'Amour - A university student and hunter, Amelia has suffered tragedy and violence throughout her life. She has two strong mentors in Jack McCandless, a retired hunter, and Dr. Henri Zaid, her honours supervisor and psychic mentor. Amelia works as Henri's assistant and is often responsible for bringing the hunters together for investigations. Edward de Burgeot - A renowned skeptic turned hunter. He joins the team as the 'voice of reason' and becomes embroiled in a lot of supernatural activity. Edward is slowly beginning to believe, especially after the events he has witnessed. However, he maintains his skepticism to offer alternate theories to his friends. Kathleen Flowers - A famous psychic who works under the professional name, Eileen Bloom. Kathleen joins the team to assist in their investigations, using her powerful precognition to reveal information about the future. Henri Zaid - A professor and hunter, Henri is a noted scholar of the paranormal and parapsychology. He is the team leader and through Amelia, his assistant, brings on-board on the hunters to help investigate the Carver House. Henri is rumoured to be a womaniser, though his relationship with Amelia is one of mentor and student. Henri keeps the fact that he is psychic a well-guarded secret. Robert Timms - A man with a shady past, Timms professes to be a pilot and wizard. He has a long history with Amelia and Joe, though he has worked with Cyrus, Kathleen and Edward in the past. Timms is attempting to redeem himself for past wrongs and to move away from the black magic he was enslaved to through his former lover, Teagan. Sean O'Riordan - A university student and athlete, Sean is often called on to do the heavy lifting or to act as muscle for the hunters. He mainly suffers these indignities for two reasons: 1) he is has a crush on Amelia; and, 2) he has a crush on Amelia. Sean is not a hunter, though his natural athleticism and strength have made him a successful one. There were reoccurring characters in the campaign as well. The most notable was Average Joe, a conspiracy theorist and chemist, made regular appearances as a PC. He was a cousin and long-life friend of Timms. Joe was crippled in the fight that led to the death of Timms' parents. The following posts are based on the public summaries given by the players. The titles (that appear throughout the next series of posts) are the made up pulp titles of novels that never existed. They are simply links that exist between the characters. Using the Spirit of the Century we created titles for novels that featured our characters and guest starred the other characters to create links within the group. I have to say, it was a great way to bond the group. Our gaming group has started playing the Curse of the Crimson Throne Adventure Path. Our GM has decided to modify the adventure path and so, I am assured, it will not run exactly as the modules are written. The group consists of:
The main link between the characters is House Merivanchi. Ariadnae, Marcus, Marianna and Tain are related to each through blood and marriage. Osric is a client of the house. Agon and Felix are twins who are clients of House Cambion (an ally of House Merivanchi). Agon is also a friend of Marcus and both are students of the Orisini Academy. Both men are regarded by Varisians as some kind of 'gypsy royalty'. The group has already defeated Gaedren Lamm and his allies. [Note: The use of the name Merivanchi is left over from our Savage Tides campaign. House Merivanchi became a thorn in our side, especially for our captain, Mitch Deparle. When the name Deparle was given to Agon and Felix by their players, some other players decided to take Merivanchi as their last name as a bit of an in-house joke]. My group is planning on playing through the Curse of the Crimson Throne adventure path in a few weeks and I am thinking of playing an elven wizard. However, I know nothing about the setting and I am fairly new to the PRG. I was hoping, without giving up any spoilers, what sort of build I should go with if I am playing a wizard from the Academae? Is a Conjurer the only option for this organisation? I don't play many wizards and really want to plan a decent build for this adventure path. I believe we will be using the Epic Fantasy point system. Any suggestions? I believe we've all experienced it in the past... An expert... That person may be a historian, an engineer, a mathematician (yeek) or even a chef (yeek, but they darn well should cook on game night)... How do you deal with a know-it-all in your group? You know, the guy with a wonderful pool of knowledge who challenges everything that opposes said knowledge in game... Anyone? Okay, historical settings are the inspiration of SO MANY darn D&D settings you can barely swing a dice bag in a gaming store without hitting one. I mean, isn't Star Wars history now? Okay, may be not... :) So, Vampire: Dark Ages took a shot at historical history. It was pretty good. What I would like to ask, has anyone ever set a D&D game in an actual historical setting? If so, what was your setting? Idea for the campaign? Details, details?! I have been toying with a couple of death knights (one on Khaz'goroth and one on Skywall), but haven't really taken the class too seriously. I think it is about time to try and level a death knight, but I have a few questions... Is it worth doing the Plagueland quests? (I usually find the PL boring). What are some useful profession choices for death knights and has anyone had a decent way of power-levelling them? Has anyone had tested a decent PVE Unholy build? :) Okay, I have mentioned my disappointment about Dragonlance in a different thread. However, who out there has a favourite gaming system or character(s) that ultimately became a disappointment? For example, lots of people say Drizzt Do'Urden was cool for scimitars in the first trilogy but soon became a whirling god of steel and angst. Now he should be a god of whirling steel and angst. Does anyone remember when the Forgotten Realms was just plain cool? Darkwalker on Moonshae, Spellfire etc... I was going through some old gaming stuff and found a lot of my old Dragonlance material. With fond memories, and a recent reading, of the old novels (Chronicles, Tales) I was wondering... What went wrong with Dragonlance? It seems that all the great stuff produced from the TSR days just became crap over time. Greyhawk and Dragonlance especially. What happened? May be the Forgotten Realms is to blame?! I have arrived at a point where I now enjoy playing World of Warcraft more than I enjoy role-playing! I never thought I would ever live to see the day. I have even considered taking a break from my regular group to hang out online instead. I think my main issue stems from the fact that my group gave up on the Savage Tide Adventure Path. It was fun, the role-playing was awesome and everyone was inspired. We are now playing a homebrew Pathfinder Modern game, and while the GM is fantastic, I have no enthusiasm for the campaign. Basically, we were playing the STAP and got to about the middle. Then suddenly players started complaining of GM railroading and our GM gave up the GM's chair. All the months of role-playing were thrown aside and the GM eventually revealed everything about the STAP. It was kind of like managing to get through eleven out of twelve books in a series and then the author passes on! Has anyone lost their enthusiasm for gaming before? How did you get back your desire to play? Sean Astin may be cast in the film adaptation of The Hobbit? I am keen to see a new film (non-animated) version of The Hobbit, but it would be horrible to see them try to write Sam into the film. Okay, may be as a narrator since he ends up with Bilbo/Frodo's book at the end of the Lord of the Rings. Has anyone heard anything about this? Edit: Sean Astin will be reprising his role as Sam in the film adaptation of The Hobbit. Hello! I am looking for information on the FBI for a new campaign my group is kicking off. The kind of information I am looking for is qualifying for the FBI as an agent, pay rates, firearms carried, extent of federal jurisdiction; all the information that would give depth to a character and allow it to be roleplayed correctly. Can anyone point me to a decent gaming source? Has the knowledge already residing in their heads? Please help! :) Does anyone know of a feat that allows you to choose a new favoured class? For example, I am playing an elven cleric in my group's current adventure path. Is it possible to take a feat that could essentially swap either ranger or wizard for cleric? Has anyone done a homebrew feat of a similar nature in the past? I am attempting to build a 10th-level cleric of Ehlonna with a ranger-feel using the Beta PRG. However, I think I am not quite getting it right. Has anyone attempted to build a cleric with a ranger feel before? Say, using the 3.5 rules at least? Here are some details: Male Elf
He possesses gauntlets of ogre strength and a periapt of wisdom +2, so his Strength is 16 and his Wisdom 18. Can anyone please recommend a build? Ok, I nearly always play Chaotic Good. Its my alignment of choice! However, its time for a change and I have been looking at playing something on the other side of the fence... Lawful Neutral! Now, I have read the PHB and Pathfinder, but outside imagining Judge Judy, I was hoping to pick all your brains for some ideas! Is anyone playing Lawful Neutral at the moment? Has anyone ever explored this alignment in any more detail? Has anyone ever played Lawful Neutral and a cleric of Wee Jas? Anyone? The Arcane Hierophant from Races of the Wild is essentially a druid/PAC PrC. Has anyone ever modified this PrC to be used for a divine spellcaster other than druid, say cleric instead? I was thinking that the Trackless Step class feature could be replaced with Channel Energy (we're using Pathfinder in our campaign)for one of the class requirements. However, I am looking for suggestions (please) on how to change the class features to match a cleric rather than a druid. For example, turn undead could replace the wild shape progression and domains could replace animal companion and/or the channel class features. Any ideas? Suggestions? Hi all, I am shifting my character over from 3.5 to PRG and need some assistance! Especially if any one has access to the new Beta rules. I am creating a drow Druid 3/Wizard 3/Mystic Theurge 4/Arcane Hierophant (based on a build from a D&D messageboard). The final progression will be (by the end of STAP, hopefully) Druid 3/Wizard 3/Mystic Theurge 4/Arance Hierophant 10. Now, I know there is a lot of discussion about how Mystic Theurge is broken and all that, but I am trying to keep as close to the character's 3.5 version as possible. However, our GM is allowing us to make some modifications to improve any problems we had in the past. Can any one recommend skills and feats that would be useful for this build in PRG? Should I be looking at Arcane Disciple, Practiced Spellcaster, Versatile Spellcaster etc? The role I am looking for in the group is generalist. We already have a halfling wizard and a human druid. So I am looking to continue to act as a support arcane/divine caster rather than take on either as a primary role; which seems to be more appropriate for the PrC's I have taken. Can any one make some suggestions? (I hope I have given enough information to help).
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