Shark

Codanous's page

RPG Superstar 9 Season Star Voter. Organized Play Member. 616 posts (4,400 including aliases). 7 reviews. No lists. No wishlists. 18 Organized Play characters. 25 aliases.


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The Exchange

Big time interested! I’ve always wanted to play in a reign of winter.

The Exchange

I submitted in the other thread but figured I'd clarify some character ideas since you posted.

I was orginally thinking Conjuration/Life Spheres for Halfling soulweaver but the Conjuration sphere does seem pretty involved, its like a Summoner Lite, can be a lot, I see.

I'd probably just switch to Fate/Life Sphere, really lean into the Lucky Halfling healing/support character.

The Exchange

Thats awesome you're opening up essentially two campaigns.

I took a look at the classes and a couple really jumped out at me, they Fey Adept is giving me really strong Jim Butcher Dresden Files vibe which is always fun but the Soulweaver also seems like a blast.

So for Strange Aeons I think I'd submit a Halfling Soulweaver, focusing on Conjuration and the free Life Sphere.

Maybe I'd look at also dabbling in the Fate Sphere as well, kind of the lucky halfling helping make others around them benefit from the luck, maybe my souls are the souls of past halfling family members and they branch out to help my allies be a little luckier too.

___________________________________

For Mummy's Mask, I'd probably go with a young Dwarven Rogue, hoping to make a name for himself as a trapbuster, fool hardy and brash he is excited to answer the call put out by Osiron to plunder the depths of ancient temples and hopefully make a name for himself.

The Exchange

Hey you're totally right, on second thought as much of a unique experience it would be to play in a Way of the Wicked, I'd prefer a lower risk option than Way of the Wicked. Regarding the remaining options I guess I would order them as:

1) Strange Aeons
2) Reign of Winter
3) Mummy's Mask

Yeah I enjoyed 4th edition, I actually learned with 4E Essentials which was like idk an even easier watered down version of 4th Edition but it was great for learning and getting into the hobby. Acted as a springboard to launch me into the mess that was 3.5 and then finally into Pathfinder.

The Exchange

Hey I'd second/third/fourth vote for way of the wicked.

All about me:
Hey my names Cody, Codanous, if you've seen a terrible movie called bronco the alias makes sense, though in hindsight its come to haunt me as an alias 20 years later. I'm 32, US army, currently in Alaska but likely moving south here in the next year or so, thankfully.

I've been playing tabletop for some 14 years, started with DnD 4e, moved to 3.5, then to Pathfinder and have bounced around with Pathfinder, PF2e and some DND 5th edition. Used to be involved in PF Society as a GM and I think I got to be a VL for a while but that was a long long time ago. I enjoy PbP and can pretty easily/regularly post once a day or once every other day.

I've been in a number of PbP campaigns that usually died out one way or another, but like a broken record I always come back ready for another one. I love the medium, I enjoy the better character interactions, having the time to think and consider my actions without feeling overly burdened with spur of the moment decisions like in person is nice.

I'd love the opportunity to play, I enjoy PF1E, I'm not a crazy meta gamer, I enjoy making wacky characters that can still contribute in meaningful ways.

The Exchange

Are you considering other candidates by chance or are you full up now?

The Exchange

This sounds awesome, would love to apply when recruitment requires are posted! Can't wait.

The Exchange

I'd give it a shot, think it'd be fun to play an old clone soldier, let go from the Empire, disenfranchised, short on life and willing to die for one last chance to stick it to the Empire that used him and his brothers up before kicking them to the space curb.

Its not a trandoshan bounty hunter, but he could still get to bounty hunter eventually.

Stats: 4d6 ⇒ (4, 2, 1, 6) = 13 12
Stats: 4d6 ⇒ (5, 4, 5, 3) = 17 14
Stats: 4d6 ⇒ (6, 4, 5, 3) = 18 15
Stats: 4d6 ⇒ (2, 6, 5, 4) = 17 15
Stats: 4d6 ⇒ (2, 6, 4, 1) = 13 12
Stats: 4d6 ⇒ (5, 6, 4, 1) = 16 15

Hot damn, those seem pretty decent for stats.

The Exchange

Heyo,

Threw together a Dwarven Druid with a Bear Companion.

He is something of a melee tank, likes to get up in there with his Animal companion and help where he can.

Is well trained in Medicine. He loathes killing other humanoids or animals and uses a Merciful Club when fighting either. He is a Horizon Walker Archetype, his Favored Terrain is Mountains.

Is using heavy armor, burned a feat to up his armor proficiency, and is wearing Dragon Turtle Plate Armor.

edit* forgot to mention my familiarity with the system. I have no problem posting once a day as long as there is a reason to do so. I've been familiar with PF2e since it released, I've played in a number of RL games, and am in another higher level(9th) Kingmaker game here on the boards.

For uncommon items, he is taking Sapling Shield, Ring of Sustenence and Swarmform Collar for his bear

Thorgar Stonebloom and Stoneclaw

Crunch:

Thorgar StonebloomDruid 11
N Medium Dwarf Rock Dwarf Humanoid
Perception +19; Darkvision
Languages None selected
Skills Acrobatics +11, Athletics +12, Crafting +16, Diplomacy +12, Lore: One Terrain +15, Medicine +21, Nature +21, Survival +21
Str +2, Dex +1, Con +4, Int +2, Wis +4, Cha -1

Items Dragon Turtle Plate, Crafter's Eyepiece, Bedroll, Chalk (5), Flint and Steel, Rope, Rations (2), Waterskin, Soap, Holly and Mistletoe, Invisibility Potion (2), Druid's Vestments, Swarmeater's Clasp, Ring of Sustenance, Healing Potion (Lesser) (2), Healer's Tools, Basic Crafter's Book, Artisan's Tools, Repair Kit, Bag of Holding (Type I), Clothing (Explorer's), Writing Set, Sapling Shield (Moderate) (Hardness 8, HP 64, BT 32)

AC 30 (+31 with shield raised); Fort +20, Ref +17, Will +22; Resolve
HP 153

Shield Block Trigger While you have your shield raised, you would take damage from a physical attack. You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.

Dragon Turtle Plate Activate Interact; Trigger A creature adjacent to you targets you with a melee attack; Effect You roll the hefty plates of the dragon turtle armor toward the attacker to gain a +1 circumstance bonus to AC against the triggering attack. Craft Requirements The initial raw materials must include the shell of a dragon turtle.

Speed 20 feet

Melee +1 Striking Merciful Club +18 (Thrown 10 ft., Abjuration, Magical, Mental), Damage 2d6+2 B

Battle Medicine (General, Healing, Manipulate, Skill) Prerequisites trained in Medicine Requirements You are holding or wearing healer's tools. You can patch up yourself or an adjacent ally, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds, and restore a corresponding amount of Hit Points; this does not remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.

Form Control (Manipulate, Metamagic) Prerequisites Strength 14, Wild Shape With additional care and effort, you can take on an alternate form for a longer period of time. If your next action is to cast wild shape, wild shape’s spell level is 2 lower than normal (minimum 1st level), but you can remain transformed for up to 1 hour or the listed duration (whichever is longer). You can still Dismiss the form at any time, as permitted by the spell.

Sapling Shield (Moderate) (Magical, Transmutation) Activate envision; Effect The buckler expands, with the sapling image growing into a mighty oak tree. The buckler becomes a tower shield, gaining the corresponding AC bonus, Speed penalty, and ability to Take Cover. It keeps the same Hit Points and Broken Threshold, but its Hardness and Bulk increase by 2 in this form. The shield remains in this form until you Activate it again to revert it to a buckler.

Druid's Vestments (Focused, Invested, Primal, Transmutation) Activate envision; Frequency once per day; Effect You gain 1 Focus Point, which you can spend only to cast an order spell. If you don't spend this Focus Point by the end of this turn, it is lost

Swarmeater's Clasp (Abjuration, Invested, Magical) Activate envision, Interact; Frequency once per day; Requirements a swarm creature is within your reach; Effect You thrust your hand into the swarm, draw forth a squirming mass of vermin, and devour it. You recover 3d10+8 Hit Points and deal the same amount of bludgeoning damage to the swarm. The Hit Point recovery is a positive healing effect.

Primal Prepared Spells DC 29, attack +19;
6th Chain Lightning, Nature's Reprisal;
5th Passwall, Heal (H+4), Impaling Spike;
4th Fly, Freedom of Movement, Stoneskin;
3rd Haste, Heal (H+2), Meld into Stone;
2nd Instant Armor, Water Breathing, Barkskin;
1st Ant Haul, Gust of Wind, Magic Fang;
antrips Electric Arc, Stabilize, Guidance, Tame, Protect Companion

Primal Innate Spells DC 24, attack +14; 4th Water Breathing; 3rd ; 2nd Darkvision, Spider Climb; 1st ; Cantrips

Focus Spells (1 points)
Heal Animal Range touch or 30 feet (see text); Targets 1 willing living animal creature You heal an animal's wounds, restoring 1d8 Hit Points to the target. The number of actions spent Casting this Spell determines its effect. 1 action somatic Th e spell has a range of touch. ; 2 actions somatic, verbal The spell has a range of 30 feet and restores an additional 8 Hit Points to the target.; Heightened (+1) The amount of healing increases by 1d8, and the additional healing for the 2-action version increases by 8.

Pest Form Duration 10 minutes You transform into a the battle form of a Tiny animal, such as a cat, insect, lizard, or rat. You can decide the specific type of animal (such as a rat or praying mantis), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. While in this form, you gain the animal trait, and you can’t make Strikes. You gain the following statistics and abilities: AC = 15 + your level. Ignore your armor's check penalty and Speed reduction. ; Speed 20 feet. ; Weakness 5 to physical damage. (If you take physical damage in this form, you take 5 additional damage.) ; Low-light vision and imprecise scent 30 feet. ; Acrobatics and Stealth modifiers of +10, unless your own modifier is higher; Athletics modifier -4.; Heightened (4th) You can turn into a flying creature, such as a bird, which grants you a fly Speed of 20 feet.

Wild Shape Duration 1 minute (or longer) You infuse yourself with primal essence and transform yourself into another form. You can polymorph into any form listed in pest form, which lasts 10 minutes. All other wild shape forms last 1 minute. You can add more forms to your wild shape list with druid feats; your feat might grant you some or all of the forms from a given polymorph spell. When you transform into a form granted by a spell, you gain all the effects of the form you chose from a version of the spell heightened to wild shape's level. Wild shape allows you to use your own shapeshifting training more easily than most polymorph spells. When you choose to use your own attack modifier while polymorphed instead of the form's default attack modifier, you gain a +2 status bonus to your attack rolls. Heightened (2nd) You can also wild shape into the forms listed in animal form.

Animal Form Duration 1 minute You call upon primal energy to transform yourself into a Medium animal battle form. When you first cast this spell, choose ape, bear, bull, canine, cat, deer, frog, shark, or snake. You can decide the specific type of animal (such as lion or snow leopard for cat), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell. You gain the following statistics and abilities regardless of which battle form you choose: AC = 16 + your level. Ignore your armor's check penalty and Speed reduction. ; 5 temporary Hit Points. ; Low-light vision and imprecise scent 30 feet. ; One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can strike with. You're trained with them. Your attack modifier is +9, and your damage bonus is +1. These attacks are Strength based (for the purpose of the enfeebled condition, for example). If your unarmed attack bonus is higher, you can use it instead. ; Athletics modifier of +9, unless your own modifier is higher.; You also gain specific abilities based on the type of animal you choose: Ape Speed 25 feet, climb Speed 20 feet; Melee 1 action fist, Damage 2d6 bludgeoning.; Bear Speed 30 feet; Melee 1 action jaws, Damage 2d8 piercing; Melee 1 action claw (agile), Damage 1d8 slashing.; Bull Speed 30 feet; Melee1 action horn , Damage 2d8 piercing.; Canine Speed 40 feet; Melee 1 action jaws, Damage 2d8 piercing.; Cat Speed 40 feet; Melee1 action jaws, Damage 2d6 piercing; Melee 1 action claw (agile), Damage 1d10 slashing.; Deer Speed 50 feet; Melee1 action antler , Damage 2d6 piercing.; Frog Speed 25 feet, swim Speed 25 feet; Melee1 action jaws, Damage 2d6 bludgeoning; Melee 1 action tongue (reach 15 feet), Damage 2d4 bludgeoning.; Shark swim Speed 35 feet; Melee 1 action jaws, Damage 2d8 piercing; breathe underwater but not in air.; Snake Speed 20 feet, climb Speed 20 feet, swim Speed 20 feet; Melee 1 action fangs , Damage 2d4 piercing plus 1d6 poison.; Heightened (3rd) You instead gain 10 temporary HP, AC = 17 + your level, attack modifier +14, damage bonus +5, and Athletics +14. Heightened (4th) Your battle form is Large and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 15 temporary HP, AC = 18 + your level, attack modifier +16, damage bonus +9, and Athletics +16. Heightened (5th) Your battle form is Huge and your attacks have 15-foot reach. You must have enough space to expand into or the spell is lost. You instead gain 20 temporary HP, AC = 18 + your level, attack modifier +18, damage bonus +7 and double the number of damage dice, and Athletics +20.

Additional Feats Acclimatization, Advanced First Aid, Animal Companion, Continual Recovery, Experienced Tracker, Favored Terrain, Forager, Horizon Walker Dedication, Incredible Companion, Magical Adaptation, Mature Animal Companion, Mountain's Stoutness, Order Explorer, Perpetual Scout, Rebel's Map, Risky Surgery, Rock Dwarf, Sheltering Slab, Side by Side (Druid), Train Animal, Unburdened Iron, Ward Medic, Wild Shape
Additional Specials Anathema, Druidic Language, Druidic Order (Animal Order), Great Fortitude, Order Explorer (Wild Order), Wild Empathy

Backstory:

Thorgar was born into a clan of dwarves who lived high up in the mountains, surrounded by nature. From a young age, he was fascinated by the wilderness and spent hours exploring the rugged terrain around his home. One day, while exploring a remote part of the mountains, he stumbled upon a wounded grizzly bear. Rather than being scared, Thorgar felt an immediate connection to the animal and decided to nurse it back to health.

Over time, Thorgar and the grizzly bear became inseparable companions. Thorgar learned to communicate with the bear and even picked up some of its bear-like mannerisms. The experience changed Thorgar, and he began to see the world in a different way. He realized that there was more to life than just mining and crafting, which were the traditional dwarven pursuits.

Despite facing resistance from his clan, Thorgar decided to pursue his newfound passion for nature and became a druid. He learned to harness the power of nature to heal, protect, and even control the elements. He also continued to travel with his bear companion, who had become a fierce protector and loyal friend.

Thorgar is known for his kind heart, fierce determination, and deep connection to the natural world. He is always willing to lend a hand to those in need, and his healing abilities are renowned throughout the land. However, he also has a strong aversion to violence and will do everything in his power to avoid killing others. Believing all life to be sacred. Though he isn't afraid to give out a good Thunking to those who deserve it

The Exchange

I have been going back and forth bout wanting to GM a 40k game just to have one going. I just dont have the time to GM at the moment, but I'd love to be a player.

Just want to play a game in that universe lol

The Exchange

I'd be super interested in playing this, Eberron is one of my favorite settings and I'm yearning for a space campaign! Not sure if you are still looking for folks but I'd definitely be down to play, learn and explore with y'all.

The Exchange

Aight, I'll throw my hat into the race full, I did a quick little test build for a:

Halfling Cosmos Oracle; "Fizz Moonberry"

Quick backstory, he always venerated Desna but felt like the church and religion were too stuffy, he dedicated his life to visiting as many Desnan shrines as possible as a humble traveler, through that time, he came upon some kids being threatened by a bear, Desna bestowed upon him Oracular powers in a moment of greatness to save the child travelers.

Since then he has continued his pilgrimage across Golarion to visit shrines, help travelers in need, and experience the natural world.

Master in Nature and Survival

The Exchange

Looking at your current party, it looks like you have most of the rpg bases covered!

Y'alls bard has great skills and utility

between the Sorcerer and the Wizard Arcane spells are on lock

Your fighter looks like a great front liner with out of combat heals on lock.

Maybe an Oracle for divine spell casting? Could also see maybe a Ranged Ranger type character, if it worked better in PF2e I'd love an Erastil Champion but champion just doens't really jive with longbows.

The Exchange

Dang heck yeah I'm interested.

Fair Notice though, I've played through the Owlcat's Kingmaker game on the PC. But I love kingmaker, I have like 500 hours in the game. Would love the chance to play in it in a tabletop experience!

The Exchange

Male Human Artillery

I can also prepare overland flights, it’d take pretty much all my 4th level spell slots everyday to fly us that way.

Alternatively I can also extend overland flight to be 26 hours long, might not be a bad idea, vast that sleep 8 hours then go.

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Male Human Artillery

I can also prepare overland flights, it’d take pretty much all my 4th level spell slots everyday to fly us that way.

The Exchange

I imagine Shifters and Shamans would also find success in a campaign like this, they seem like natural fits.

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Male Human Artillery

Between Sisu's claws and Chellian and Malakos the zombie infront of Niralzi drops into a pile of flesh on the floor.

the zombie in the door (the one that looks like the professor) is still up

The Exchange

I'll start building a character for this!

The Exchange

1 person marked this as a favorite.

Can confirm, still a problem, the fix makes its only agonizing lol

The Exchange

Hey I just found this from searching for Fort Drum on the forums. I'm also stationed there.

I'll try to send you a private message on here.

The Exchange

I'd love to toss my hat into the mix as well.

I should say that up front that I have GM'd all of Iron Gods in a RL group. I can also say it is by far my favorite Adventure Path Paizo has ever put out which is why I'm so eager to play in it. I'd love to experience that wonder from the player's point of view. Benefit to that is I'm super experienced with the Technology rules! Also worth noting that we played it as the books were coming out so its been a few years since I ran through book 1.

As far as early character concepts, an android warpriest of brigh is a favorite of mine.

I wanted to ask first if you'd consider someone who has GM'd the path in its entirety before I make a character.

The Exchange

Hey I was just wondering if you had all your players already selected for this adventure?

If not, I'll throw my name in the hat with the initial write up.

Hello!

A little about me:
I've been off the internet for 4-5 months due to some training I received with the Army. Right now I'm stationed in Oklahoma but will be moving bases soon, looks like it should be in North Carolina but nothing is certain with the Army. I've been involved with Pathfinder since 2011 and PFS since 2012. I used to be a real rules nazi but I learned to just move on and have become a lot more laid back and go with the flow of the GM. Right now I should be able to do a fairly decent posting schedule. I am off "work" around 1630-1700 CST everyday but if I need to post during the day I can squeeze one out during a lunch break.

Inter party conflict can be difficult to resolve, most of my characters are more laid back and willing to go with the general theme. I'm not usually one to create a lot of conflict within a party. If I disagree with another character it can usually be resolved. If its a disagreement with another player is when I hope we can both be adults and work through the issues together in the Discussion chat.

I've played a fair bit of PbP and I'd like to think I'm a pretty decent role-player. I usually GM'd but since I'm only now returning from a 5 month hiatus I wanted to get back into the flow of things with playing in a PbP before starting up GMing again. I am not the verbose fella but I won't bore you with my posts either.

I also totally understand if you don't pick me. Being the Army can make things a bit difficult. Its honestly why I'm super hesitant to get back into things but I want to try. I wouldn't be submitting my name in this if I didn't think I could maintain the commitment. As long as you don't require like 5 posts a day I should be good :)

*edit

3pp knowledge:

I know some/bits of 3pp but really not that much. Its been a while since I used 3pp material or needed too. I've never really been against it, I know tons of great 3pp writers but I've just never had a player try to use 3pp materials.

The Exchange

Male Human Artillery

Idk and there's been crazy outages on the site, seems like I can never get on here

The Exchange

I've GM'd all of Iron Gods in real life,

would you be okay with that if I submitted a player character?

I loved the AP and would be overjoyed at the chance to experience it as a player.

The Exchange

GM_DBH

I've GM'd all of the Iron Gods AP in real life,

would you consider my application still? I loved the AP so much I want to experience it from the player's perspective.

I wanted to ask before creating and submitting a character.

The Exchange

Male Human Artillery

I'll take the Avalanche. I work today but I have his alias all built out. Was pretty easy, just grabbed someone elses !!

The Exchange

Male Human Artillery

Hello!

my character this is assigned to will be 60921-12.

My name is Cody, it'll be a pleasure to play with you all!

I checked in earlier as GM Cody but I don't want to confuse anyone, so I'll use my original board name till I figure out what Pre-gen I'm using!

The Exchange

Male Human Artillery

Hey GM Aerondar, I was originally slated to play my Kraken Caller Druid of Besmara for this but after reading the description of the scenario I think it would be better suited if I played my Sovereign Court Investigator.

Are you okay with my subbing like that? If not I am just as excited to play my Kraken Caller.

The Exchange

2 people marked this as a favorite.

I would have liked to see a fighter on the cover walking around a city, begging for help, holding out a wand, a sword stuck in his side.

The Exchange

Male Human Artillery

Whenever you guys seem ready, I can move us along, seems like you guys hadn't quite got the plan in place and were getting some good role play in, didn't want to rush you along, however if you guys want I can move us to the next morning.

The Exchange

Male Human Artillery

Sure, there is enough shrub grass and weeds and what not to create an entangle, will certainly make the place need a good weeding afterwards though.

The Exchange

Stats: 1d8 + 7 ⇒ (3) + 7 = 10
Stats: 1d8 + 7 ⇒ (6) + 7 = 13
Stats: 1d8 + 7 ⇒ (3) + 7 = 10
Stats: 1d8 + 7 ⇒ (8) + 7 = 15
Stats: 1d8 + 7 ⇒ (6) + 7 = 13
Stats: 1d8 + 7 ⇒ (4) + 7 = 11

A bit above average, I'll work on building something in a bit. Definitely won't be a sword and board fighter though :)

The Exchange

Male Human Artillery

Hey guys, I'm also going to be joining this group, I'm pretty excited! I have a number of level 1 and level 2 characters, so I'll kind of wait and see what everyone brings and then pick something that works best with everyone!

The Exchange

Male Human Artillery

Still room for me? I'd love to play! I have a number of characters.

The Exchange 3/5

Situations like this always remind us how difficult it can be to interpret a situation based on only half the story.

It also highlights just how different our perceptions of the same situation can be.

The Exchange

Does anyone know if Murder's Mark is repeatable? I played it with a level 1 as part of an all Bard party, died in the last round of the last combat, it was to say the least, splendid.

The Exchange

One of the best ways to make Vermin work is the human alternate racial ability that gives a +2 to any ability score on your companion.

Can't remember the name of the ability, its Heart of the Something I believe.

Makes a nice way to get around have a mindless companion starting at level 1.

The Exchange 3/5

Bigguyinblack wrote:
Ragoz wrote:

I continue to think these errata go too far with the nerfs and never seem to contain any buffs to unusable content. Surely some published content needs to be made stronger and more viable rather than just better by proxy of everything else being unusable.

At least it is just items this time around.

Jaunt Boots got changed from a standard action to a move action. So at least 1 item got improved. Gloves of Dueling still provide a big boost to Weapon Training. They didn't nerf all the good stuff.

As long as they don't do what they did last time and eratta another major book a week or two from now, (Advanced Players?) things will be fine.

Jaunt boots aren't as part of a 5-foot step? Then I've definitely been using them wrong.

Either way, kind of wish I could sell those back, no reason for my archer to not just tumble out of being threatened if its the same action as teleporting.

The Exchange

The middle part, exploring the forest was a bit boring, it seemed to be silly creature after silly creature, the cannibals were interesting but I don't know, it felt like this was going to be a regular 32 page module and then they tacked on a bunch of filler crap to make it a "deluxe" 64 page module.

Some of it, most of it is amazing stuff and would have made a killer 32 page module.

The Exchange

Not sure if this has been brought up, but it looks like we have 15 tables for this, does that qualify for boon support?

The Exchange

So my group just finished this book, they were brutalized in the final fight, I'd added 4 ugothkra's to the fight as well, the ugothkra's all had 2 negative levels by that point however it made a significant difference in the fight and if it weren't for a house rule it would have been a TPK about twice over.

We use the rules from Skulls and Shackles to roll on the table to lose fingers, or suffer scars that stuff where anytime they'd take damage they can elect to fall to -1 hp, stable and roll on the table.

I think that fight between my party of 5 there were 3 scars, one massive wound, 2 lost fingers and lost arm.

Phew. Tough book and I learned a valuable lesson in overestimating the strength of my player's characters.

The Exchange 3/5

1 person marked this as a favorite.

I have to agree, Sczarni feels like the faction they(the Decimvirate) actually succeeded in burying. Lantern Lodge at least pops up every now and then and none of us will let the Shadow Lodge die however Sczarni was quietly buried out back to make way for the more uptight Qadiran merchant.

Oh sure you can intimidate a guy here and there but the true Sczarni were cutting snitches tongues out back in the good old days.

It was fun to have a "bad boy" faction, one that got their hands dirty and paid for the atonement every now and then.

The Exchange

2 people marked this as a favorite.

I'll flag this for the rules forum however I agree with your reading. I read it as being a +2 on the Attack Roll to aid another, since when aiding another's attack you still have to hit an AC 10. This helps with that roll. Same with Aiding a skill check.

The Exchange 3/5

This thread was interesting, took my a while to realize it wasn't recent, once I saw Mark though it clicked immediately.

I will say, I love unique chronicle items, especially weapons.

Rant about a Certain Arm found in Emerald Spire floor 1:

Why can't this be enhanced magically! Its so frustrating, it states its a masterwork club for all intents and purposes, let me be a 12th level barbarian going through Eyes with Clanky's Arm, it started with Clanky and it's gonna end with Clanky!

The Exchange 3/5

Hah sorry, yeah maybe this was a bad thread to Necro but I remembered this same thing happening last year resetting my progress to 4th star, figured Id come back and post in this thread again, see if anyone else had a similar thing happen.

The Exchange 3/5

Hey, not sure if it is just me but I noticed I seemed to be missing some table credit. I noticed it within the last week or so. Anyone else notice something similar?

The Exchange

Half orcs can get it at first level with a feat.

The Exchange 3/5

Congrats Shelly!

The Exchange 3/5

2 people marked this as a favorite.

I don't think that any monstrous race should be killed on sight, there are many adventures in many different locations that present unique monsters that may be there to help the party. Indeed often times killing them can invalidate the secondary success condition or make the adventure all the more harder on the party.

It may be unrealistic however I would like to think that most people don't assume that everyone/thing other than themselves are evil.