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Valeros

Feral's page

Goblin Squad Member. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,751 posts (48,098 including aliases). 5 reviews. 1 list. No wishlists. 19 Pathfinder Society characters. 27 aliases.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Tanith hadn't had many interactions with goblins before so the night of grisly work was a unique experience. He leaves the religious rites to the goblin in charge but helps in whatever ways he can, even if it's just as muscle moving the huge dragon's limps around so the goblins can get at them with their surprisingly sharp knives. He keeps his questions to himself for now. After the business in the Muddle, prayers to gods he hadn't heard of made him anxious.

"Don't spare the flame when you're ready to eat that", he says when he sees the goblins setting the dragon's flesh aside. "She was known to have some nasty parasite."

***

The evenings festivities are a welcome reprieve from the days of dungeon crawling, dragon slaying, puzzling over ancient riddles. The big man lets loose, drinking more than his share, dancing wildly with Carina (and anyone else that will humor him), and generally making merry. The short fight between Merovinn and Kurlag nearly brings Tanith to tears as he sees the healing power of drunken brawls in action. Later he meets the pair outside to embrace them tightly in brotherhood.

***

"So that's not a costume or anything? Have you tried flying yet?" Tanith asks. "Flying's got to be great for your lats."

Liberty's Edge

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Aralicia wrote:
That's nice, but how do you propose to fix this imbalance ? By allowing mundane maneuvers to be so supernatural that they works without caring about anything even a bit realistic ? But in that case, if a character can entangle without reason "just because", isn't it "magical" ?

That's easy. DMs can just stop applying fiat where it's not appropriate and creating unnecessary rules/restrictions. The rogue using dirty trick to entangle the stone golem isn't creating some kind of imbalance. He still needs to spend an action and roll high enough. Why are his mechanics sometimes subject to a player creativity check? If the DM really has a hard time with the 'realism' he can just as easily chip in.

Rogue: I dirty trick to entangle the golem by pulling down its pants! *rolls dice*

DM: Sorry, golems don't have pants so your dirty trick fails.

Try instead:

Rogue: I dirty trick to entangle the golem by pulling down its pants! *rolls dice*

DM: Well golems don't have pants but that roll hits its CMD so you manage to trip it up on a chunk of its shoulder the barbarian knocked off with his last power attack. It's entangled.

Just because martial /stuff/ is non-magical doesn't mean they should be saddled with additional mechanical restrictions. The game's rules handle that well enough already.

Quote:
Crushing despair "just" work, *if* the target fails a Will save and isn't somehow immune to mind-effects. Same difference, really.

Not at all. The fighter's intimidate check requires the target not be immune to mind-effects and he must succeed on a roll (the inverse of the target failing a save).

In response the DM might:

* Rule the target cannot be intimidated because he's bigger than the fighter, higher level, have more goons, have nicer hair, or anything else.

* Rule that the fighter is a bully and hit him with an alignment infraction.

* Rule that the target is upset and vengeful and come down with the full force of the law.

This is all stuff that casters rarely have to deal with me.

They both required the target to be not be immune to mind affecting and make a check or fail a save but the martial character's efforts come with a lots of extra baggage.

Liberty's Edge

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I rest my case.

Dirty trick doesn't have any text requiring setup or additizonal actions. It already has a detailed list of its limitations and counters. Why does glitterdust automatically work? What if the target happens to be blinking when the spell goes off? What if it's acclimated to brightly colored lights in its eyes?

Some DMs love it to create extra rules for martials. Casters rarely suffer the same treatment. From my experience that's a big part of the martials vs casters dilemma.

Liberty's Edge

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I'm convinced that a lot of the casters vs martials problems is on the DM's end. For some reason there's an expectation out there that things should just be harder for martials.

If the fighter wants to intimidate someone you've got a 50/50 shot of getting push back or straight up fiated. If the wizard using crushing despair it just works, no questions asked.

If the rogue tries a dirty trick to blind or entangle it has to make sense to the DM. If the bard casts glitterdust it just works.

I've seen quite a few DM's nail martial character with fiat denials or penalties because 'it doesn't make sense' but casters never face that kind of scrutiny.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Tanith does a few throwing preparation stretches.

Liberty's Edge

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There's a lot of scary stuff in the Star Wars universe that seems to go unnoticed by its occupants, like the fact the galactic government has a powerful religious order with magic powers as its military might.

Liberty's Edge

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OP is looking at Golarion from through a very modern lens. For much of history and even now in large chunks of the world, marriage doesn't mean monogamy and nobody expects it to. Applying your cultural expectations doesn't really make sense here.

Liberty's Edge

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Jiggy wrote:
Feral wrote:
How well does 5e work to balance attributes, specifically strength vs dexterity?

Very well.

For attacks and damage, any weapon with the "finesse" property gives you the option of using DEX in place of STR. However, finesse weapons have smaller damage dice than non-finesse weapons, and in 5E your weapon damage dice actually matter. Conversely, thrown weapons can use your STR in place of your DEX, but have less range/ammo than bows.

Thanks for the reply!

This is a good start. 4e had a similar stance at lower levels but by higher levels dice mattered much less. Assuming damage dice remain relevant this sounds like a fair trade. Dex-based characters do less overall damage in melee and strength-based characters had less range in ranged combat.

Quote:
Going a little deeper, STR-based characters have a slight advantage in being able to (typically) use heavier armor, resulting in slightly higher AC than what DEX characters can achieve. Additionally, they're generally able to either use a two-handed weapon for higher damage or add a shield for +2 AC, while DEX PCs are stuck with one-handed weapons and often aren't proficient with shields. But on the other hand, DEX-based PCs will have higher initiative and better saves (more on that later).

This sounds like the same stance 3.5/PF has. I was hoping for something better than “strong characters wear more armor”. If dex is allowed to compete with strength is melee I’d like to see strength be able to compete with dex when it comes to AC. So strength’s only advantage is 1) Wearing heavier armor and 2) Doing more damage in melee by using two-handed weapons? What if you’re a strength-based character that uses one-handed weapons but not a shield? Are you just inherently worse? On top of that dex-based characters get better initiative and saves? Ouch.

Quote:

This is slightly off. What's actually going on is that there's no such thing as Reflex, Fortitude or Will saves; instead, every stat has its own save (that is, you might make a DEX save or a CHA save or a WIS save or whatever).

Interestingly, DEX/CON/WIS are still the most common saves, and then every class is proficient in one "common" and one "uncommon" save. For instance, rogues get DEX/INT, fighters get STR/CON, clerics get WIS/CHA, etc. Hey look, more balance! ;)

Again, this sounds like more of the same. Dex-based saves are prevalent but strength-based saves are not. =/


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10
Farrukh Al'Khatel wrote:
"Yes, Tanith, I can track people across OTHER PLANES. I'm just that good."

"Great! I'll be right behind you."

Liberty's Edge

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Violence is fine. Sexuality is bad and scary.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Perception: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11

"What?! Yes, I know I need to work on my traps. I saw Eben's illusion too!" Tanith shouts while worrying over his plateaued gains.

Ready to attack if something bad gets in range.

Ready (hope, haste): 1d20 + 15 + 2 + 1 ⇒ (19) + 15 + 2 + 1 = 37
Damage: 2d6 + 9 + 2 ⇒ (2, 1) + 9 + 2 = 14


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Male Ulfen Brawlerdin 9 (hp 91/105) | F +17* R +10 W +12 | AC 24 T 14 FF 22 CMD 28*
Resources:
Hero Points 2/3 | Smite 1/1 | Stunning Fist 8/8 | LoH 5/8 | Stance 5/7

Save the world from us!


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

I disagree mechanically but since I just convinced you to buff pinning in the spirit of intent I suppose it's only fair if I take my medicine.

Okay, let me math this out.

CMD is normally 38 vs grapple.
+1 for haste (dodge)
+4 ki point (dodge)
+2 rage (+4 from strength -2 penalty)
-2 grappled

Total: 43

Apparently I did include it.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

And that boys and girls is why grapple is a terrible combat maneuver.

Too busy accepting the dragon's refusal to wrestle properly as admission of defeat, Tanith barely notices the horrific wounds he's suffered or the fact that his kilt has been melted away by acid.

Tanith's AC is 30 currently but he's also got rage and bear's endurance HP so he should be at 22.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

”Farrukh!”, Tanith grunts as he discards his useless poleaxe and tries to get a firm grip on one of the dragon’s claws. ”Pull when I push…”

Delaying for a potential assist from Farrukh and/or other buffs.

The idea of a dragon overpowering him triggers a bit of Kord’s righteous fury in the big man and his thickly muscled form swells with power as he pushes back in an effort to upend the monstrous menace.

Rage and Strength Surge.

Reverse Grapple (rage, blessing, haste): 1d20 + 20 + 2 + 4 + 1 ⇒ (15) + 20 + 2 + 4 + 1 = 42

Action Point: 2d6 ⇒ (4, 1) = 5


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

"Yeah, I could probably set him up with some work at the temple. He'll have to work hard but Tigri will take good care of him", Tanith finally offers Eben after deliberating for what feels like days.

***

"So when are we leaving? You made it sound like the trouble in Diamond Lake is serious."


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Look we've already established that I was cheating. The multiple ways I was cheating really doesn't matter.


2 people marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Tanith whacks the apostle on the snout each time it lunges for Raknian as if it were terrier pawing at a morsel perched overhead.

Liberty's Edge

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Almost all of the Paizo APs have some sort of the tertiary subsystem. I haven’t been super fond of most of them but you can usually gut them and the campaign will be no worse for it.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Will (hope, vigor): 1d20 + 12 + 2 + 6 ⇒ (9) + 12 + 2 + 6 = 29

Tanith growls as he feels Khellec's spell messing with his head. "Joke's on you a@#%+##. I can't!"


1 person marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Happy Birthday!

(Please don't send me to the hospital again I can't afford it.)


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10
Dungeon Kobold wrote:
The cerberi takes a nasty blow, but keeps moving to sink its feet into the froghemoth's haunch. The froghemoth growls, clearly irritated.

Cerberi drop kick!

Combat reflexes isn't cool. If we're trying to avoid putting Astraden in extra peril a channel would be a good idea.

Liberty's Edge

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MeanDM wrote:
"Baby it's Cold Outside" aka the Christmas rape song.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Tanith remains silent lest he make the crazy man feel crazier on account of hearing voices.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

I blame Eben.


2 people marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10
Eben MacTeague wrote:
"Hey, guys, can we have a quick word?" he says upon tracking the two down in whatever part of the coenoby they've claimed as their own.

Tanith nods.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Seeing his friends’ (and Farrukh’s) weapons prove ineffective, Tanith groans and pushes forward into the fog. ”Mighty Kord, forgive me for what I’m about to do.”

Stepping up behind Farrukh, the big man reaches around to touch his spikey shield-thing with a surge of the Brawler’s might.

Holy Strike. For 1 minute, the weapon glows and deals an additional 1d6 points of damage against evil creatures. During this time, it's treated as good for the purposes of overcoming damage reduction.

Liberty's Edge

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I love how these threads always end up with the claims that Overpowered X isn't overpowered because PFS/modules/Adventure Paths are just undertuned. 'Overpoweredness' is relative and, in the case of Paizo content, this character is overpowered.

Mechanics chicanery aside, I suggest you work this guy to find some kind of happy medium. Buffing encounters to challenge an individual character always ends in tragedy.


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The summer of 1451 has been an unusually wet one in the Forest Kingdom of Cormyr as sheets of heavy rainfall have pounded the countryside day after day for tendays on end. For most, the act of nature has only been a mild annoyance as well-traveled roads become thick with tracked mud and merchants tending roadside stalls are forced to double up on rain flies to keep their offerings dry but for others its a portent of doom and dark days ahead. Stranger still are the report that Cormyr isn't alone in the unseasonable weather as tales of flash floods in the typically bone-dry Anauroch to the north make their way through the kingdom.

Despite many of the local summer festivals being canceled or delayed in light of the inclement weather, the Ebonhawk tourney continues as planned. The three day tourney consisting of a joust, grand melee, and celebratory feast, has attracted a surprisingly large crowd as knights and sellswords from all over western Cormyr have come, eager to prove themselves. Relatively small and not as affluent as its neighbors, it's surprising to see such an event hosted by the Barony of Ebonhawk. In fact, it's been over twenty years since the tournament grounds have seen use.

A region map is linked at the top of the page. Character-specific intros to come.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Flex: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27

Fort: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22

Tanith leaps aside and airwalks toward Eben. He takes the offered whip and gives it a test crack. "Let's give this a shot."

What maneuvers can Tanith perform with the whip?

Liberty's Edge

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OP, this is a super common problem so don't feel like you're alone. While I agree with you that the 'problem' is on the DM's end and not yours the fact remains that your DM's stance is the more common one. For whatever reason people expect the person playing to bard to be charismatic and smooth but the person playing the fighter isn't expected to be a weightlifter or MMA trained.

If you're stuck with these guys I suggest picking up another character or role and just avoiding 'face' mechanics. Folks stuck in this way of thinking aren't changing anytime soon.


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Coldborn Ulfen 13 - 134/134 hp (108/108 with con damage) + 0 stoneskin, Init +0, AC 21 (25 with buffs) [touch 12, FF 20], Fort +17, Ref +13, Will +10; Perception +19
Resources:
Bombs 10/10 | Healing Factor 0/35 | Martial Flexibility 4/4 | Bear Form 2/3
Extracts:
Shield x4 | Cure Light Wounds x1 | True Strike x1 | Barkskin x2 | False Life x2 | Heroism x2 | Orchid's Drop x1

Everyone knows bears are masterful poker players.


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Restoration - For too long the empire of Taldor has waited in the background while the world turned, an echo of its past glory. Now, through sacrifice and good fortune, the once crumbling kingdom has begun a steady return to power and is on its way to once again proving itself Golarion’s greatest modern super-power. But the Empire of Taldor isn’t the only force working to reclaim its rightful place. Something else much older and much darker has returned and set its eyes on more than just the Inner Sea.

Restoration is a heavily modified story-driven Kingmaker campaign set in Taldor with a focus on the metaplot. As such, the kingdom building elements will all be heavily streamlined and in some places stripped entirely. Expect a solid mix of combat, roleplaying, and dungeon crawling. High adventure but generally low fantasy (at least on the protagonist’s side). Estimated to run from levels 5 to 15.

This campaign will heavily feature my Pathfinder house rules (tentatively named Feralfinder =P) including rebalanced core races, specialized human ethnicities, a revamped barbarian/rogue, and more!


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A Perfect Storm on Abeir-Toril – Within the noble kingdom of Cormyr events are in motion that could spell ruin for the people and lands of the Forgotten Realms – events manufactured by a powerful entity outside deific politics and chained to no master. A group of heroes appear in the wake of these cascading tragedies but can they rise above their circumstances to learn the truth and break the machinations aimed at the destruction of everything they hold dear.

The Perfect Storm is an epic adventure set in the Forgotten Realms in the post Spellplague era with visits to worlds beyond. This is a character-driven campaign with a healthy mix of combat, roleplaying, and dungeon crawling. High adventure, high fantasy, and high power (including a sprinkling of mythic). Estimated to run from levels 3 to 16.


3 people marked this as a favorite.

Blood in Belkzen: A Champion’s Glory - The Hold of Belkzen is a harsh region where only the strong survive and only as long as their strength endures. Some would say that within Belkzen’s brutal wastelands nothing of lasting value can grow but every year gladiators from across Golarion prove that belief wrong when they compete for the coveted Bloodletter’s Crown and the immortal glory that comes with such a title. Hundreds will die in the qualifying rounds held in bars, fighting pits, and lesser arenas across the land but such is the price in forging a champion!

In this campaign the PCs will serve as gladiators on a quest to win the title of Champion and the riches that come with it. Combat will be the main focus but there will be some room for roleplaying and victory in the arena won’t be the only factor in securing the crown. Expect a campaign that’s moderate adventure, low fantasy, but with a significant dose of PvP (both as combat and not-combat). If you’re the sort that doesn’t like competition with other players in your tabletop RPGs, this is not the campaign for you. Estimate to run from levels 3 to 11.

Blood in Belkzen will have a minimal degree of houseruling but the scope of allowed content (mostly classes and archetypes) will be significantly cut. Monstrous races will be heavily featured.


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It took some time and three DMs but my group has finally finished the Council of Thieves AP. That game marks my second play by post adventure path to play through to completion and the fourth to finish successfully on these boards ever. Granted I was only involved as a DM in the last bit of the final book but it still feels like a major accomplishment. =P

With CoT behind me and my other APs moving along nicely - Second Darkness (book 5) and Rise of the Runelords (end of book 4) - I find myself ready to start something new.

A while (months?) ago I posted a thread gathering interest on a potential multi-species World of Darkness game but after evaluating the work involved with learning a system I’m not familiar with, I think I’m going to try to stick with Pathfinder. To that end, I’ve got a few ideas bouncing around for my next play by post campaign and I’ve come here to gather interest.

Building an Empire vs Encroaching Otherworldly Menace: Heavily modified Kingmaker with a focus on the metaplot and massively streamlined kingdom building. Likely set in Taldor. Relatively low fantasy.

The Less Cooperative Campaign: An arena campaign set in Belkzen. The PCs will work together on occasion but the campaign will still focus heavily on competition and PVP. Players will be expected to roll up multiple characters.

Something Homebrewy in the Forgotten Realms: A Pathfinder rewrite of a 4e FR campaign I ran a couple years back that went from levels 1 to 20ish. Full epic fantasy including saving the world and plane-hopping.

Something Else: Pitch it. You never know.

***

Let’s get a conversation going. What interests you as a player? What do you want to know more about?

Liberty's Edge

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I was genuinely surprised by that final battle. Well done CW. I almost forgive you for all the horrible interpersonal drama you force on us.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

My Council of Thieves game officially wrapped up last night. We were the second group on these forums to finish it and the fourth PBP AP ever to be completed. The final stats were 55 months and 11.1k posts.

I think our SD game will be next KC. =)


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The General departs without anymore bluster or threats and an hour later the Chelish fleet sets sail for less troubled waters.

In the weeks to come the Gardeners work fast to rebuild Westcrown's infrastructure that was either destroyed by the climax of Eccardian's machinations or corrupted by his Council of Thieves. The Hellknights' power is broken irrevocably as the truth of their failings and diminished numbers comes to the public's attention. Even after their inquisition is complete they're incapable of inspiring the same sort of terror they once wielded but their loss isn't missed as the reformed Dottari, headed by Janiven, do an excellent job of giving Westcrown the peace, safety, and proper justice it's been denied for so long.

As the weeks turn to months, Westcrown enjoys a religious renaissance as all manner of faiths, once practiced in secret, go public. Though the bulk of these conversions are to Abadar (truly the god behind the Gardeners and Westcrown's salvation), the works of these churches further help stabilize the mending city. Arael naturally fills the role as the city's leader of religious affairs and effortlessly juggles the difficulties involved in getting so many disparate faiths to peacefully coexist.

Ailyn Ghontasavos returns with a force of Pathfinders and resources, and with the Gardener's aid, clears out what few remaining unquiet dead haunt the abandoned Pathfinder lodge. In time the lodge is rehabilitated and returns to function. It quickly becomes one of the biggest hotspots in Cheliax for aspiring scholars and explorers as the Pathfinders, as an organization, still see so much scrutiny in other parts of the Empire.

Appario and Lady Chammady Drovenge are wed in what is without a doubt the most opulent wedding Westcrown has ever seen. With their fortunes joined, Appario instantly becomes the most wealthy and one of the most politically powerful men in the city. His dream fulfilled, Appario sets himself to seeing his better half's achieved and with so much power at their disposal it's an easy feat to have Chammady voted in as Lady-Mayor of the independent city-state. Together, the power-couple becomes known as one of the biggest influences toward Westcrown's rebuilding and growth.

Maddok and Vahnwynne are also wed in an adaptation of a shoanti union ritual but the ceremony is diminutive compared to the Lind-Drovenge wedding with only a few of the couple's closest friends invited. With his home and love safe and at peace with Shu-Ak’eh-Di, Maddok is truly happy for the first time in his life but it does not last. After a time wanderlust begins to take hold and he considers returning to his Quah in hopes of rejoining his tribe. A moment with the Beast helps Maddok realize that the Shiikirri-Quah are not his people anymore and instead he leaves with Vahnwynne to see the world. They visit the farthest corners of Golarion together seeking out new adventure - their travels eventually taking them to other worlds.

Despite the Council being vanquished for good, Derek and Amaya find themselves incredibly busy. With Thesing 'missing', Derek becomes the undisputed most talented and acclaimed actor in the city. Soon every aspiring actor in the city begins vying, desperately, to be his understudy. Keegan's Brewery™ similarly takes off in light of the party's celebrity and with the guidance of his dwarven allies, Keegan's brews become celebrated as far as the City at the Center of the World.

After finishing a trinket powerful enough to bridge the space between worlds, Yahirma makes good on her promise to see the bound elder elemental within the Pathfinder lodge returned to its home plane. Her final task complete, Yahirma packs her things and prepares once more to go where the Wendo bids her. She's joined by her loyal followers, the soul-bound dolls, Khazrae the pseudo-erinyes, and the lusty satyr Madjaw and leaves for parts unknown. Yahirma briefly returns to Westcrown sometime later before leaving again for the Hagwood as it seems that with Eccardian dead and her sisters avenged, the Mother of Flies is truly dying. Brave/foolish loggers later report that the Maggot Tree is dead and the bravest among them claims to have scaled the hideous tree and found the Mother of Flies' withered remains, but no sign of Yahirma or her followers.

Following the city's official status as an independent state, the bulk of Westcrown's influential noble families liquidate their holdings in the city and withdraw - including House Carthagnion. This has the side effect of leaving Xerath and his mother safe from the family patriarch's vengeance and in control of the powerful noble house's remaining resources and influence. Despite his complaints Xerath takes to the work associated with nobility easily and still finds time for his true passion as the new leader of Westcrown's Gardeners. Though the group is official disbanded amid the city's reconstruction, Bluehood knows that someone must always watch the watchmen so that a Council of Thieves and the ruin it nearly brought to Westcrown can never happen again.

Liberty's Edge

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I actually think what happened to Cal was way darker than if they'd just executed him.


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Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Tanith cocks an eyebrow at Carina. "What are you lookin' at? Don't tell me Smenk's somehow here too."

Liberty's Edge

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As much as I don't like DMPCs I'd rather deal with that than the classic 'I'm writing a novel' DM that makes the PCs a passive audience and effectively makes every character his DMPC. I've had to deal with a couple of those across the past few years. It was not a great experience.


1 person marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10

Sorry at 2am I only respond to 1700 word posts.


1 person marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10
Dungeon Kobold wrote:
"Kill-or-be-killed? Not exactly." Raknian smiles, folding his hands together.

Ack, he's here!

Mention of entering the games as gladiators initially makes Tanith's heart swell with excitement until Farrukh opens his mouth. Suddenly the notion of entering the arena loses a good chunk of its glamour. The big man frowns and tries to focus on Eligos. "And you're certain we can trust her? The Free City seems to have a problem with spies lately... and people killing holy men."

Liberty's Edge

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/shrug

Can we have strength to AC yet?

Liberty's Edge

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I really hope they don't Worf Hulk.

Liberty's Edge

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I feel like you guys are missing the point. The character is drastically more powerful than the other character's in the party. It doesn't matter if he/she is more powerful than what's possible for the given level.

My suggestion is to talk to the player in question. Most reasonable players will be happy to work something out.

Edit:

What he said!


2 people marked this as a favorite.
Male Suel Sacred Fist/Godling 10 | 90/102 hp, Init +0, AC 31 (mage armor, ironskin) [touch 22, FF 15], Fort +13, Ref +6, Will +14; Perception +7
Spells:
1st: Divine Favor x2, Remove Fear, Bless, Ebon Eyes 2nd: Shield Other, Iron Skin x3, Bear's Endurance 3rd: Channel Vigor x2, Daylight
Resources:
Blessing 7/7 | Fervor 4/7 | Smites 6/6 | Rage 10/10 | Ki 7/7 | Action Points 9/10
Dungeon Kobold wrote:

Farrukh cuts brutally into the old man until, on his last slash, his klar blade slices straight into his throat and brings him bloodily down.

The townsfolk approaching stop and stare, wide-eyed with horror.

Tanith joins them.

Liberty's Edge

1 person marked this as a favorite.

Spoiler:
Why is anyone surprised by this? We all know that lasers are useless in comic-based fiction.

Liberty's Edge

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Dexterity is already a super powerful stat. Strength does very little by comparison.

As soon as there's a strength-to-AC mechanic somewhere I'll be okay with dex to damage.

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