Ancient Solar Dragon

GM Psyblade's page

437 posts. Alias of Psyblade.


RSS

1 to 50 of 437 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>
Liberty's Edge

Hey all, IRL (work and all that kind of crap) has been catching up to me in a less then enjoyable way. I have asked for another GM to take over and continue the scenario.

Said GM will report in soon and assist you guys.

My apologies for letting you down.

Liberty's Edge

sorry for the delay... horrendous flu kicked my ass and ruined an extra long weekend of time off. Instead of going to a jazz festival I spend my whole weekend laying in bed thinking mny time had come...

Liberty's Edge

Sorry for the delay, been sick end of last week and been busy beginning this week.

The area where Doc and Tevvy are walking to are stairs leading down. the Stairs going up are opposite of where the team entered.

Gonna do a quick bit fast forward if ppl don't object since nothing really happens. And if everyone agrees put you on the 2nd floor

Liberty's Edge

Carefully framed spellbook pages hang along this room’s walls, while eldritch relics stand in small display cases in the room’s center. In the far corner, shadows hang thicker than the rest of the room, and it seems a boisterous half-orc woman stands there, surrounded by vague figures, as she welcomes newcomers. Her voice is thin and reedy, but eerily familiar. “Congratulations! Let me spice up that punch a bit for you—to celebrate, of course!”

As you keep standing around there you see more encounters from the event you have attended.

Liberty's Edge

Chayron was about to say something as Doc barged past him. "3rd floor, lot of stuff been going on... not sure what..." He then stepped aside and let the group move on as he pointed them towards the stairs for the 2nd floor.

Moved you all on the map

Liberty's Edge

The order of the scenario makes "less" sense tbh if you go over it

Nothing is learned from asking the locals as the team makes it's way towards the Blakross Museum. Once arriving there the door will be opened by what seems to be someone from the cleaning staff, introducing himself as Chayron, checking out the team a frown crosses his face. "I know it is late, but, who are you and what are you doing in this museum after closing hours. Nobody should be here."

Liberty's Edge

Gather intelligence roll from everyone (diplomacy)

When the party arrives at the museum after hours, they find the front door closed but unlocked. A single staff member, Chayron, is cleaning the museum, performing maintenance on the exhibits, and acting as a doorkeeper for Tavvar and her assistants.

Let me know how people want to enter the College, stealth or just walking in

Liberty's Edge

Since it isn't night yet, college of mysteries it is, I will post next blurb in a few hrs, doing a change atm, so please bear with me

Liberty's Edge

Doc Bloodshanks:

A closer inspection of the lantern reveals it is in fact an everburning torch formed into a lantern rather than a simple torch, and the lantern’s glass can be manipulated to change the color of light it sheds.

Namza:

Hunters: The coat of arms on the aft wall is in fact the insignia of the Taldan navy

What has been discovered, it is clear that this is a relic of the original Silent Tide invasion — the evidence Calisro Benarry wants.

Which one do you guys want to do now?

Liberty's Edge

Doc Bloodshanks wrote:
Gorm sent us to the College of Mysteries, I believe.

ugh... that is a clear screw up from me then :P ignore that part :D

Liberty's Edge

Sorry for the delay, work happened yesterday and got me all occupied

The Fleshforge dredge regarded the bouncy little goblin with mild interests and sat down in front of the hyper active Goblin, hanging to each of it's words while munching on the trail rations before pointing to Tevvy "Friend!" Meanwhile the rest of the group would go over the ship with a haircomb to see what they could find. It takes them a while as they go over everything but the team finds the following: A smuggler left a pair of magical talismans rolled up in a smelly, salt-crusted rag. These are two crying angel pendants, a bundle of writs of inspection approving the cargo crates for export from the Nexian capital of Quantium. The other is a series of financial records, including notes of sizeable sums paid to the same individual whose name appears on the writs—a clear indication of bribery, and of interest to Gorm Greathammer. There is also a lantern that seems to give off an eerie glow.

In one of the rooms there is a coats of arms hanging against the wall Society check for Namza please

Liberty's Edge

Upon being presented with food the creature first looked confused about what it was, when he then reached out and managed to snack some from it he turned and seemed to beam a bit more as the trail rations were snapped from Vellir his hands as he sat down and started to eat, a happy growl could be heard once in a while between the gnarling of food.

"Friends..."

It was clear the creature possessed no more threat to the party and they could now explore the ship some more to see if they could find that what they were looking for.

Liberty's Edge

Doc Bloodshanks wrote:
If I drink my eagle eye potion, can I reroll the perception check?

Yes, will allow that

Liberty's Edge

Seeing the amount of people having it played already, all of you, just go for it, spoiled anyway :D

Liberty's Edge

Tevvy wrote:
As I said before, I've already played multiple times, so... what Vellir said.

I understand, however, tevvy has some information as is to assist with the issue at hand. And if that isn't used or shared, combat it is.

I understand ppl have played it, and taking a bit of a backseat role. But that kind of info can be freely used / shared with the rest, there is no meta gaming with it.

Liberty's Edge

The creature watched Doc silently as it let a grumble go from under the stair, not making any hostile move but he was slowly getting agitated if people didn't figure out what to do about the flesh forged creature.

Liberty's Edge

Waiting with more people to post, feels like I am just running the game for Doc at the moment, which isn't something I feel is right.

If people are dropping out, just let me know. Because right now, it is going slow and not at a speed that I want it to go.

Liberty's Edge

Doc Bloodshanks wrote:

Bloodshanks whispers, as if this insight contains much information, "I believe that is a Fleshforge Dredge."

I assume that is the extent of my knowledge about this thing?

Yeah, nothing in regards of how and what

Liberty's Edge

Post will come tonight, work is a bit more hectic then expected so will be when I am back home

Liberty's Edge

Doc Bloodshanks wrote:

I thought the lower decks were flooded and completely impassable.

[Dice=Perception]1d20+5

My Arcana mod is +7.

The frog jumps off of Doc's should and begins climbing along the rotted woodwork of the ship.

The lower decks are, however ship has upper deck, middle and lower deck. Sorry if I caused confusion

Liberty's Edge

As the group makes they way through the upper deck nothing is to be found there. While making their way below deck sharp beams of sunlight light filter down through cracks in the main deck to cast this cargo hold in a dim light. Though the ship’s original armaments are now little more than rotted ballista mounts, this area shows signs of recent activity, including intact shipping crates, a recently broken crate, a few boxes, and faint trails worn through the slippery vegetation growing over the deck. Wooden doors in finer condition that the rest of the boat stand to the north and south, but the stairs
eading further down now lead only into dark, scummy water. The floor of the cargo hold is seemed to be hard to maneuver due to the slippery algae underfoot.

GM secrets:

Tevvy perception: 1d20 + 3 ⇒ (15) + 3 = 18
Vellir perception: 1d20 + 7 ⇒ (11) + 7 = 18
Doc Bloodshanks perception: 1d20 + 5 ⇒ (20) + 5 = 25
Namza perception: 1d20 + 3 ⇒ (18) + 3 = 21
Matheus perception: 1d20 + 5 ⇒ (4) + 5 = 9

When making their way down the stairs everyone but Matheus notice a peculiar construct under the stair that seems to be staring at them in curiosity but there is also an underlying hint of something.

Sense motive roll from those that have it, and can people let me know they Knowledge Arcana

Liberty's Edge

As you make your way towards what seems to be the cabin the movement is slow and slippery but none of you manages to lose your footing. Getting to the Aft of the ship you don't find anything of interest there.

Liberty's Edge

Should be fixed now and you can add things to it

Liberty's Edge

GM Rolls, secret:

random: 1d6 ⇒ 4

Tevvy Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23
Vellir Tate Diplomacy: 1d20 + 4 ⇒ (8) + 4 = 12
Matheus Dolabellus Diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11

Menas perception: 1d20 + 4 ⇒ (13) + 4 = 17
Tevvy perception: 1d20 + 3 ⇒ (6) + 3 = 9
Vellir perception: 1d20 + 7 ⇒ (11) + 7 = 18
Doc Bloodshanks perception: 1d20 + 5 ⇒ (5) + 5 = 10
Namza perception: 1d20 + 3 ⇒ (3) + 3 = 6
Matheus perception: 1d20 + 5 ⇒ (10) + 5 = 15

As you make your way towards the ship you spend some time asking around and gathering information, nobody seems to know anything out of the ordinary.

Tevvy, gathering info:

you have heard that there is some sort of creature onboard of the ship and have learned that there are gnawed bones of sea birds lie in a heap in one corner of the ship.

The weathered boards of the ship’s main deck are cracked, warped, and thoroughly covered in a thick, stinking carpet of algae, seaweed, and barnacles. The sodden mess squashes and scrapes underfoot, while squawking gulls circle overhead. The ship once boasted three masts, but they are now brokenoff only a few feet above the jagged railings. Whatever other distinguishing features might have once existed on this vessel are either long lost or utterly obscured. Empty doorways lead into cabins to the fore and aft, and a dark opening descends into the lower level.

In its current position, the ship is only partially above the waves. The bottom deck is completely flooded, making it impassable. The top of the masts are broken off, leaving only jagged, waterlogged stumps reaching up about 15 feet above the deck; all the rigging has long since rotted away.

Perception Menas / Vellir:

there are several unusual markings on the deck.

Map is up, if people can put themselves on the top deck A1

The deck is difficult terrain due to the mats of vegetation and layers of barnacle growth. Characters can instead move along the railings with a successful DC 15 Acrobatics check to Balance

Liberty's Edge

Once Janira sees that the group has picked up their assignments she makes her way to them and listens to them for a brief moment before speaking up "Haunted house? that might be hard, not late enough, maybe do one of the other's first? just sayin'!" She grins a bit as she regards them all for a moment, giving tevvy a light pat on the head to encourage him.

The time of the day is roughly late in the morning, so haunted house is an evening thing.

Liberty's Edge

Doc Bloodshanks wrote:

Figure it will be worth collecting the missions we've been given together:

Calisro Benarry (Horizon Hunters) - Haunted house in Precipice Quarter
Eando Kline (Vigilant Seal) - Smuggled texts (or creatures) from Flotsam Graveyard
Fola Barun (Envoys' Alliance) - Unparalyze prisoner in Westgate
Gorm Greathammer (Grand Archive) - Scroll from scholar at College of Mysteries

Can we circle back to Fola to get the name or description of the prisoner in question? Do we have all the information we need to track these things down?

Fola basically will have given you all the information needed to find the prisoner.

Overall, you are good to go :)

Liberty's Edge

Eando nodded at Doc with a smile. "Unfortunately I don't have a name, it seems to have washed away or faded away, however it is easy to locate, anything else?"

Liberty's Edge

Tamrin Credence looks in amazement as Vellir pulls off his sleight of hand tricks, once the coin is found he nearly bounces up in delight as he takes it and walks away while talking to himself.

Eando watches the exchange with amusment in his eyes before he addresses the pathfinders. "Ahh, new pathfinders, I take it you are here to proof your mettle?" He chuckled for a moment before he continued. "In the Flotsam Graveyard A sunken ship has recently washed up on a reef not far from Absalom. Rumor has it that smugglers areusing it as a safe house, and that they are involved in smuggling texts and possibly living creatures from Nex. There might be books that are valuable lying around, but if you can find any information about the smugglers’ methods, I would be more then happy to take it."

Taking a sip from his wine he regarded the pathfinders for a moment "Questions?"

Liberty's Edge

Eando was talking with a halfling who had several facial scares and they were talking like good friends of old. When checking him it was Tamrin Credence, a liberator of halfling slaves in Cheliax.

to distract Tamrin roll Deception, Stealth, Thievery, Legal Lore, or Underworld Lore.

Liberty's Edge

GM roll: 1d10 ⇒ 6

Liberty's Edge

with the distraction being provided by Doc and Vellir Fola manages to speak up some more. "I know it sounds barbaric however the person was petrified during the Charge of the Gorgon, he was caught smuggling a forbidden item into the city." She let it sink in for a moment before explaining the rest "The relic in question had been recovered from an Azlanti ruin within gillmen territory at the Society’s request, i feel it is our responsibility to have the pathfinder to be restored..." Providing the pathfinders a wry smile she provided them with a potion Alchemy craft / lore or to figure out what it is

With all said and done, she thanked the future pathfinder team andturned to continued her talk with Ambrus.

only Aendo Kline left now

Liberty's Edge

Sorry to see you go Menas, if it was something I can fix, let me know please so I can adjust my GM'ing

Liberty's Edge

Sorry for the late reply, was waiting to see if more ppl would drop in

As Doc makes his way over to Fola Barun he notices that the Steward of the Grand Lodge is talking to her. She turns and greets all the pathfinders by their name and introduces them to Ambrus Valsin who greets them as well. "Ahh pathfinders, it's good to see you here and mingle so you get to know who is who, depending on how you approach your task from Mistress Fola I might have to keep an eye on you all..." Fola seems to be taken aback for a second before speaking up. "Ahh yeah, that thing..." turning to the pathfinders she continues "I need you all to go to the Westgate and use this salve on one of the prisoners there, now this can only be used on the target and not someone else..." She hands Doc a potion Greater salve of antiparalysis "Questions?"

if someone wants to distract Ambrus while Fola is talking to the team, roll me a Acrobatics, Athletics, Crafting, Labor Lore, or another Lore tied to a trade involving manual labor.

Liberty's Edge

GM roll
1d10 ⇒ 2

Liberty's Edge

With the scrolls handed and the team free now, they have to grab their next mission, only 2 left to grab them, who will they go to first?

Meanwhile some gnomes and goblins have decided to join in with the spectacle from Namza and Menas and it seems like a full strongman competition might be on the way, if not for the goblins who still manage to make it look like they are out of place.

Liberty's Edge

secret GM stuff:

Society Doc: 1d20 + 7 ⇒ (10) + 7 = 17

The antics of Menas and Namza are being noted by those around them and some give them looks that are clearly indicating this isn't the place nor the time. Doc on the other hand seems to pick up on the hints and notes of politics being discussed. As the conversation continues he manages to distract the lady long enough for Gorm to look at the group and sigh for a moment.

"Ahh, young pathfinders, sorry for being occupied, the Lady and I were discussing politics and it seems that she found another victim for those discussions..." chuckling at his own words he continued "Rumor has it that in the College of Mysteries a scholar is working on potentially dangerous research. I have no idea what it is or what he is up to, but should you get your hands on those nameless scrolls, a copy making it's way towards me would be, appreciated..."

Just before turning away and continuing the discussion with Gloriana he hands Doc Bloodshank a selection of 3 scrolls and he can choose one of them,

Doc scroll selection:

Scrolls are disrupting weapon, heal and magic missile

Liberty's Edge

So here is something that is kind of nagging me in the back of my head.

With PF2 GM's are needed to do more rolls in secret before informing the players on how to do it (pitfall that I fell into when asking ppl to make the lore rolls).

Does anyone know if there is a way to make hidden rolls on the forums so that they are really hidden for you players? or do I need to keep using the spoilers?

Liberty's Edge

Secret GM stuff:
1d10 ⇒ 3

As Doc Bloodshanks makes his way to Gorm Greathammer it becomes clear he is in an animated talk with Gloriana Morilla whose Taldan heritage is obvious from her dark hair and aquiline nose, but her clothing and accessories are more reserved than most Taldan nobles would prefer. When entering and approaching her and Gorm it is clear that they are discussing politics and how to handle those things.

Gorm gives a brief nod before turning to Gloriana and explaining to her the advantages of nobility and how to go about it within current societies

It seems like Gorm is busy with the taldan, who will distract her, and how?

Liberty's Edge

Calisro laughs at the enthusiasm of the new Pathfinders and nods at each of them. "I wish you well on your adventures and I hope you will share the stories with me!" With that she turns to continue her discussion with Aaqir. Aaqir endulges the pathfinders with some more information but manages to keep Calisro focused on him and not be distracted by the adventurers.

Who are you going next to for your assignment?

Liberty's Edge

Calisro smiles and nods to Vellir in appreciation. "I see you know your way around... Should you be interested there is a house in the Precipe Quarter that is rumored to be haunted and marked for demolition... Something that would be worth a story and some adventuring..." She paused for some dramatic effect before continuining. "Unless ofcourse, you aren't up for it?" Grinning for a moment she continued "After all, you don't always have to travel far to find stories and explore buildings..."

Aaqir raised his glass for a moment as he engaged Namza, Doc and Vellir with an answer, explaining that he was looking for new trading opportunities and setting up a new company.

Namza, Vellir and Doc, roll either a Diplomacy, Society, Guild Lore or Mercantile Lore please

Liberty's Edge

Spoiler:
secret GM roll again: 1d10 ⇒ 1

As the group makes their way to Calisro Benarry they notice that she is in an animated discussion with Aaqir al-Hakam, a well-groomed, clean-shaven man of Qadiran descent, dressed finely and flashing a charming smile. Rumor has it that he once used to be part of a substantial trading consortium known as the Exchange. As they discuss the finer parts Calisro turns to the team of Pathfinders and flashes them a smile "Ahh, the new recruits have arrived! I am so glad you could all make it, let me introduce you to Aaqir al-Hakam, a trader who is known to exchange his goods and coins with us..." She raises her glass to all of them as she turns to the doctor and flashes him a smile "They are doing well, exploring, uncovering more treasures and challenging danger where they can, possibly something all of you are interested in?"

Liberty's Edge

Janira seems to move around as she gather's drinks and food and hands them out to her new "protege's" as the seem to enjoy the festivities, she would point out some of the higher ups and chat away about them, not mentioning any names unless asked by the pathfinders during the chats she would mention that it might be worthwhile for the group to meet and greet, and introduce themselves as well to make sure they are noted.

secret GM rolls:

Lore Society Doc Bloodshank: 1d20 + 7 ⇒ (17) + 7 = 24
Lore Society Tevvy: 1d20 + 4 ⇒ (17) + 4 = 21
Lore Society Namza: 1d20 + 3 ⇒ (14) + 3 = 17

Lore checks for Bloodshank, Tevvy and Namza:

As you look around and take in you see several faction leaders roaming around or caught up in conversations, the ones standing out are Calisro Benarry former captain of the grinning pixie and now faction leader for the Horizon Hunters Faction. Also Eando Kline of the Vigilant Seal Faction is present, his taldan descent is showing with the with tan skin, dark hair, and a distinctive chin strip of facial hair. Fola Barun of the Envoys' Alliance Faction can be seen, she is a dark-skinned half-elf woman who is near the entrance to the celebration and she has given each of you a friendly nod already to indicate she has seen you and welcomed you. Gorm Greathammer of the Grand Archive Faction can be seen as well standing with a group, laughter seems to erupt time to time from the group as they share stories.

Liberty's Edge

Janira watches each and everyone of the new Pathfinders making their way into the room, beaming with delight at the new recruits. She will point to some food that is being handed out and drinks that are being showcassed as well. "Feel free to mingle, should you need some information on the people of interest, feel free to ask me, or if you are confident enough, share your knowledge with your companions!"

For those with Pathfinder Lore or Society, let me know in your next post so I can make the rolls and let you know what info you have!

Also, I added handouts to the links, make sure to read that one, forgot to share that this morning due to 7am posting >.<

Liberty's Edge

Game has kicked off in the game-play thread, enjoy!

Liberty's Edge

It seems as though the entire Grand Lodge has the air of a celebration. The great gates are flung wide, and the phoenix trees lining the entryway are in full flame. The halls of the main tower of Skyreach, normally somber and reserved, echo with the sound of voices and music. The great ballroom is decked for a celebration, with colorful banners and bunting along the walls, tables replete with food and drink, and a jovial cacophony of conversation rising from Pathfinders of all ancestries, nations, and backgrounds. After a quick scan of the room, it’s obvious that many of the attendees have gathered in small groups here and there. A half-orc woman in an iconic ship captain’s hat stands near the punch bowl, handing cups to anyone who passes within reach, and a dark-skinned half-elf leads a small group of new agents around the room, introducing them to other attendees. Several senior agents stand in quiet conferral with a dark-haired Taldan man with a distinctive chin strap beard, while a scholarly dwarf tells a rousing tale to a growing audience.

A familiar blond halfling woman bounces over, bubbling with excitement. Janira Gavix, Head Initiate of the Pathfinder Society, grins, “Oh, I’m so glad you made it! After all, the celebration is for you. Have you gotten drinks? Snacks? Be sure to spend some time getting to know everyone—it’s best to be on good terms with the movers and shakers in the Society, that’s how you learn about the latest opportunities. I’ll be here if you need me to help you with anyone’s names or to make an introduction. Just let me know how I can help!” Janira gestures everyone forward into the room, beaming all the while.

Spoiler:
secret GM roll: 1d10 ⇒ 4

Use this to introduce yourself and make a plan on how to proceed

Liberty's Edge

Menas Redwall wrote:
GM Psyblade wrote:
I have added a marching order (with what your mode is in exploration) for the init rolls, if ppl can put up their char tokens there, it will help for me to roll init when needed be (since it can be what you want)
Added my token and added a text box for initiative rolls and perception checks to help out.

Cheers for that text box, I moved that to the first page for clutter :)

Liberty's Edge

I have added a marching order (with what your mode is in exploration) for the init rolls, if ppl can put up their char tokens there, it will help for me to roll init when needed be (since it can be what you want)

Liberty's Edge

Matheus Dolabellus wrote:
So, we use the normal stats for our characters?

yes

Doc Bloodshanks wrote:
Incidentally, I made a mistake on my Chronicle 1/2 Crafting (I forgot that you can craft consumables in batches of 4), so my starting gold is off. Also, I didn't need a Crafting roll, because I will be continuing the crafting from my previous sheet.

no problem

Liberty's Edge

Sooo... screw up on my end :D

It's either the:

Adventure Level Bump
* Increase every DC listed in the scenario by 1.
* Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and ACs of all enemy creatures by 1.
* Increase the Hit Point totals of all enemy creatures by 10 or by 10%, whichever is higher.

Or the game as written in the scenario....

I will go with what is written in the scenario due to all of us being "new" and not knowing the rules well enough yet.

Sorry for the confussion!

Liberty's Edge

Doc Bloodshanks wrote:
Maybe I am reading this wrong ... but we don't get the player bump if we are playing the lower subtler, do we? The enemies get a bump, not us ... right?

you might be right, let me check a few things because I might be messing things up...



M Human unchained monk 8/paladin 6

Discussion thread established!


Players interested in participating in the Game of Mortals should read the campaign info and submit a character concept with backstory and character sheet (see creation rules in campaign info).


M Human unchained monk 8/paladin 6

Six deities decide to play a Game of Mortals. They create a demiplane called the Grand Court, consisting of a central hexagon 30 miles across called the Courtyard, surrounded by six hexagons of equal size known as the Outer Domains.
Each domain has its own thematic nature.

The Fire Domain is a volcanic landscape of lava flows, walls of fire, etc, inhabited by fire creatures.

The Water Domain is an aquatic environment of coral reefs inhabited by aquatic creatures.

The Earth Domain is a cavernous labyrinth of tunnels and caves inhabited by subterranean creatures.

The Glacial Domain is an arctic landscape of ice formations and snow inhabited by arctic creatures.

The Wild Domain is a wilderness of jungles, hills, swamps, deserts, and mountains inhabited by all kinds of wild beasts.

The Urban Domain is a sprawling metropolis inhabited by warring factions of humanoids and city dwelling creatures.

Each domain is contested by multiple factions at the start of the Game of Mortals.

At the heart of the central Courtyard lies the Pantheon, a magnificent temple dedicated to the six deities who devised the Game of Mortals: Kwan Yin, Chinese goddess of compassion; Thor, Norse god of thunder; Marduk, Babylonian god of civilization; Bast, Egyptian goddess of cats; Hades, Greek god of the Underworld; and Kali, Hindu goddess of destruction and creation.

Inside this temple, sealed within a permanent prismatic sphere, is an artifact called the Throne of the Gods. Whoever first sits upon it after the prismatic sphere is dispelled is granted divine status and joins the deities as an equal!

The prismatic sphere can only be dispelled by conquering all six of the Outer Domains and installing a single Overlord in each. But only one can sit upon the Throne of the Gods and become a god-king!


M Human unchained monk 8/paladin 6

Here we can discuss as a combined group the campaign as it progresses from the point of unification.


There are already 8 or 9 active players between tables 1 and 2 combined. I am opening recruitment for up to 4 more players.

Submit a fully detailed character concept including backstory and basic crunch to be considered.


M Human unchained monk 8/paladin 6

In the world of Fairytale Earth, circa The Year of Our Lord 1437, two separate bands of adventurers have begun quests that have come to crucial moments, and led their paths and fates to interwine.

The Crusaders of the Catacombs have tracked the Antichrist Nero to his secret subterranean sanctum under the Roman Catacombs, while in Morocco, the Desert Jackals have liberated a number of slaves from a despotic Arab slavelord, and are poised to assault his palace with the Crusaders' help!

If the combined might of the courageous Crusaders of the Catacombs and the daring Desert Jackals is sufficient to topple the tyrannical Emir of Marrakech, the combined champions of Good will then travel to Rome to finish the Antichrist, and go on to even more legendary adventures in the wild world of Fairytale Earth!


M Human unchained monk 8/paladin 6

Establishing Discussion thread...


M Human unchained monk 8/paladin 6

It is the New Year of Our Lord 1437, at the dawn of the Age of Exploration, and the dawn of New Years Day. Winters have been colder and longer than usual in recent years, and folk of Scandinavia and Northern Europe whisper rumors of Fimbulwinter, the endless years of winter heralding Ragnarök, the Twilight of the Gods, the End of Days...

All the lands north of the Alps are blanketed with snow, and even the southern kingdoms of the Mediterranean Coast are colder than usual.


Table 2 has been created to accommodate a second party, as the many awesome submissions were too good for me to narrow down to only 6 to 8!

Sandbox style campaign, with a different start point than table 1;
Level 1
20-point buy
Any 10-point race published by Paizo
Any class published by Paizo except gunslinger
Max starting wealth
Max HP per level

Explore a fantasy version of Early Renaissance Earth, circa 1437!


M Human unchained monk 8/paladin 6

Establishing discussion thread for Year of Our Lord 1437 PBP campaign...

To reiterate the character creation rules from Campaign Info:
Sandbox RAW
1st level to start, fast track experience
20-point buy
Any playable race published on PRD that is CR 1/3
Any class published on PRD except gunslinger
Max hp per level
Max starting wealth
Two traits from any publication on PRD

Once you have been selected to participate, you may post here and on Gameplay. Until then, please post only in Recruitment. Thanks!


Hear ye! Hear ye! Brave adventurers are sought to explore the fantasy swords and sorcery sandbox that is DM MJ’s Renaissance Earth campaign! Heroes needed!


M Human unchained monk 8/paladin 6

The Antichrist, Enperor Nero, became a lich after his supposed suicide many centuries ago, and disguising himself as such villains as Atilla the Hun, or Constantine, wreaked havoc and mayhem throughout the many kingdoms of Earth throughout the ages, according to his father’s (the Devil) will. Most recently disguised as some Italian nobleman in Rome, Nero called down from the firey planet Mercury a terrible red fire dragon named Wormwood, who now lairs in Mount Vesuvius and demands annual tribute of maidens and treasure from every prince and potentate throughout Europe and North Africa. With this dreadful ally, the Antichrist leads a secret Luciferian cult with branches all over Europe, the British Isles, and parts of North Africa and the Middle East. The Maid of Orleans has been burnt at the stake as a witch, after having been captured by Philip the Good of Burgundy, a high ranking member of the Church of Lucifer, and handed over to the English (the young King Henry VI’s Lancaster uncles were also in league with the Prince of Darkness).

The world is on the brink of Apocalypse! It is in dire need of heroes!


1 person marked this as a favorite.

The Rambling Litany of Saint Jove of the Hermitage

We awoke from the most hideous nightmare into another nightmare today. I just knew it were gonna be one of those bad, crummy days, where you start out by failing to wake up from a bad dream--ye just dream that ye hath been woke, only to realize you keep on dreaming bad, bad stuff...

After breaking free of the cells we awoke in, we made quick work of sondry suspicious bystanders suchs as I'd sniffed the stink o' evil on. It was me, Saint Jove of the Hermitage, the one who writes these very words; Firestarter the Sarcastic; Flintstone Lightdrinker; Monocles, with his mighty Earth breaker; Reiki the half-ogre and his pet, Chuckles; and Calisthenics, who is apparently some kind of swamp elf wizard...

It seems the gods may be trying to tell us something with the strange dreams we woke up from today, yet even now, my memory of them doth wither like the grass in winter. My mind, my damned, accursed, flawed mind... I know I be mad, and I try best as I can to understand it myself, but if I could only recall that crummy dream... something about choices--directions, and options changing ominously, a yellow fog, a withered and inhuman monster hiding in the fog... This is the part that becomes to painful, apparently. My mind, my weak, wimpy mind has covered it up for me, it seems.

So now we're still trying to suss out our confusing situation. Unfortunately, my companions seem to have minds just as foggy and befuddled as mine own at the nonce. I pray to what gods will deign to hear my humble plea that we can make some sense of it all, in time to make a difference against... whatever the dreams tried to warn us of.


M Human unchained monk 8/paladin 6

Here we go. So, it seems that there is not a Knowledge (technology) skill in RAW? If a link to such a skill can be provided, then it can be used. At any rate, Lady Zal's Knowledge (engineering) check would have the same modifiers, and she could put the rank she had in Knowledge (technology) into Knowledge (religion) or another skill if desired.


1 person marked this as a favorite.
M Human unchained monk 8/paladin 6

Our saga begins in the Spring of 4714 AR, in the rugged, barbaric, irradiated Numeria, Land of Fallen Stars....

In the shadow of the great Silver Mount sprawls the decadent, barbaric City of Starfall....

The foul smokes of this dangerous, violent city mingle with the alien radiations of the colossal Silver Mount, a crashed vessel of some ancient starfaring race, according to legends.... haunted by the spirits of the dead voyagers, monsters from across the starry void, and strange creatures of living steel, and filled with magic from an advanced civilization....

The Mages of the Technic League have held true power in Starfall ever since the current Black Sovereign, Kevoth-Kul, formed an alliance with the technomancers in his bid for the throne of Starfall.... For decades now, the Technic League has been the true power behind the throne in the Palace of Fallen Stars.... Once a mighty conqueror, Kevoth-Kul has been corrupted by his allegiance with the cunning technomancers, who ply the barbarian king with strange ichors distilled from the Silver Mount, bedevilling and beguiling him, and enabling his decadence and escapism into his darkest carnal desires by providing new playthings....

As Kevoth-Kul descends into addiction to the unwholesome ichors of the Silver Mount, a cunning advisor whispers in his ear: Ozmyn Zaidow, Admiral of the Technic League....


The 1st-level adventurers begin the campaign as slaves of the Technic League, either convicted criminals or those chosen by lots, trained in techniques of survival and exploration of the strange metal ruins that fell from the sky so long ago. Implanted with tracking devices capable of killing them to ensure their cooperation, they are sent into lesser metal ruins scattered throughout Numeria to recover technology for their arrogant masters.

Races: Any from Core Rulebook, any featured race from ARG
Classes and Archetypes: Any from Core Rulebook, Pathfinder Unchained, ACG, UC, UM, or OA
Abilities: 20-point build
Max starting wealth
HP per level: max first; half average plus one, plus Con mod per level after 1st
*Please be willing and able to commit to posting at least once every other day; campaign will start up New Years Day 2017.*


June 1st, 1430 AD

It was a motley crew indeed that responded that evening on June the first, in the Year of Our Lord, 1430, to the clangor of a great bell falling from its mooring in the north belfry of Notre Dame cathedral. They had all been strangers to one another at that moment, enjoying tankards of beer in the common room of L'auberge du la Grotte, an inn on Isle de la Cite, just a bowshot from the cathedral.

An English knight, Alphonse Veritas.... A fugitive ninja from Nippon named Hisao.... A Norse sage and alchemist, Tyr Magnusson.... A charming Irish rogue named Paddy.... A more unlikely quartet of companions, one could hardly imagine.... Nonetheless, it was these diverse adventurers who answered the clarion call of a fallen bell that night.

Dashing out of the inn and through the cobbled streets that lead to Notre Dame cathedral, these four strangers came into the shadow of the great cathedral's facade, and as they rushed across the square in front of the three great portals, they became the latest targets of the gargoyles perched along the roof over the facade!

Though they had long been the benign protectors of the clergy and parishioners of Notre Dame, these gargoyles were lately the victims of a dark curse laid upon them by a necromancer, a traitor who had once been one of the priests of the cathedral, but now laired in a secret chamber within the subterranean catacombs that riddled the earth beneath the streets of Paris.

Now the gargoyles dislodged slate shingles, loose mortars, or crumbling pieces of architecture, and hurled them forcefully at the four approaching interlopers!


M Human unchained monk 8/paladin 6

Discussion board open for Team Roma!


M Human unchained monk 8/paladin 6

Here's the discussion thread for Team Paris....


All PCs for this campaign have already been submitted and accepted, so please, NO MORE SUBMISSIONS. Thank you, GM Mike


M Human unchained monk 8/paladin 6

This is the PbP for Team Rome in my Medieval Eurpe PbP campaign II...,


2 people marked this as a favorite.
M Human unchained monk 8/paladin 6

The kingdoms of Europe suffer under the tyrannical yoke of a new overlord: a great red wyrm named Conflagratius has flown to Earth from the fiery planet Mercury to make a new lair in the caldera of Mt Vesuvius, and demands annual tributes of treasure and maidens from every realm in Europe....

The Holy Roman Empire, the Italian city-states, the kingdoms of England, Scotland, Wales, Ireland, France, Spain, Greece, Turkey, Transylvania, Poland, Hungary.... All must bow before the mighty dragon or face it's fiery wrath!


Hear ye! Hear ye!

Now recruiting for a RAW 1st to 20th level Pathfinder PbP set in a version of Medieval Europe where magic and monsters of myth and legend exist....

Gilgamesh, Beowulf, Arthur, Robin Hood, et al are historical figures rather than semi-legendary or outright myths....

Artifacts such as Excalibur, the Holy Grail, and Mjolnir are real....

A great red wyrm from Mercury has flown to Earth and has taken up residence in Mt Vesuvius, and demands (and receives) annual tributes of gold, jewels, and maidens from the kingdoms of Europe....

Who will (eventually) bring an end to this fiery tyrants reign of terror (after first gaining levels chasing gremlins out of cathedrals and purging catacombs of undead)?


M Human unchained monk 8/paladin 6

Kinyama is likely otherwise engaged ATM.

I like the builds, fluff, and RP so far, this is going to be fun! :)


M Human unchained monk 8/paladin 6

On December 21st, 2012, the stars were aligned and the way was opened for the desperately insane dictator of North Korea to perform the vile ritual that raised the sunken city of R'lyeh from the depths of the Pacific, unsealed the tomb of dread Cthulhu, and resurrected the Great Old One, unleashing an apocalypse of unimaginable horror and madness on the world.

In a matter of days, civilization had collapsed into screaming barbarism worldwide, as Cthulhu and his monstrous spawn reveled in bloody slaughter and wanton destruction. Humanity has been reduced to scattered bands of traumatized survivors struggling to eke out stealthy existences in ravaged and blood soaked wastelands.


No race restrictions, as bio-engineering can pretty much explain any racial crunch. RAW Core races, and all races from ARG, are acceptable.

No class restrictions.

25-point buy for Ability Scores, optimizing is encouraged.

Maximum starting wealth.

Max starting hit points, one-half max plus 1 hit points each level after 1st.


This is a 32-page guide to happiness from "an anonymous stranger", who would appreciate feedback.

Nothing herein is intended to offend, and at the very least, hopefully it will provide some amusement to whosoever takes the time to read it.


Yesterday in my game, a ninja wearing slippers of spiderclimbing, fighting a number of foes in a narrow but high hallway, wanted to jump onto the ceiling over their heads and drop down into an empty square in their midst, and then make an attack on one of them.

It's my understanding that distance jumped counts as squares of movement, so the ninja, with speed 30 ft., jumped 20 feet onto ceiling, leaving him with 10 feet of movement left in a single move action.

Falling prone or dropping something is usually a free action, but in this case, the ninja was not falling prone, he was landing on his feet. Could he still make an attack in that round, even though he fell further than 10 feet? Or would that be a double move?


Here is a superhero base class I'm working on. Please feel free to make the most broken superhero you can so I can fix it! :)

I will first post the class info, then the superpowers, then power stunts.

SUPERHERO
Some are created in the laboratories of mad scientists or wizards; others are changed by exposure to unearthly forces or rare alchemical substances; still others were born as they are, perhaps because of divine blood running in their veins, or the influence of a rare conjunction of the heavens at birth. Those who use their rare gifts to protect others and fight against evil are known as superheroes; those who use their powers to dominate and destroy are known as supervillains; and those who walk the fine line between Good and Evil can be known as either, or both.
Role: The superhero is a formidable combatant, and an exceptionally versatile class. The superhero’s superpowers can potentially allow him to fill almost any role, be it front-line defender, scout, healer, crowd control, or mobile skirmisher.
Alignment: Any.
Hit Die: d10.
CLASS SKILLS
The superhero’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Stealth (Dex), and Swim (Str).
Skill Ranks per Level: 2 + Int modifier.
CLASS FEATURES
The following are class features of the superhero.
Weapon and Armor Proficiency: A superhero is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields). A superhero is considered proficient with attacks granted by his superpowers.
Major Superpowers: At 1st level, a superhero gains two major superpowers. An additional major superpower is gained at 10th level, and another at 20th level. Some superpowers function like Pathfinder Roleplaying Game spells or special abilities, as noted in the superpower’s description. Superpowers do not require spell components, divine foci, or materials of any kind, even if they duplicate a spell that requires them. Optionally, you can exchange a major superpower for two minor superpowers.
Minor Superpowers: At 1st level, a superhero gains a minor superpower. An additional minor superpower is gained at 5th level, at 10th level, at 15th level, and at 20th level. Optionally, you can forego a minor superpower and save it until you attain a second minor superpower, at which point you must either choose two minor superpowers, or you can exchange the two minor superpowers for one major superpower.
Power Pool: At 1st level, a superhero gains a pool of power points, super-heroic energy he can use to activate his superpowers and power stunts. The number of points in a superhero’s power pool is equal to 1/2 his superhero level + his Constitution modifier, with a minimum of 1 power point. The power pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.
Power Stunt: At 1st level, a superhero gains a power stunt. An additional power stunt is gained at 4th level, at 8th level, at 12th level, at 16th level, and at 20th level.
Bonus Combat Feat: At 2nd level, a superhero gains a bonus combat feat in addition to those gained from normal advancement. An additional bonus combat feat is gained at 6th level, at 10th level, at 14th level, and at 18th level. Upon reaching 6th level, and every four levels thereafter (10th, 14th, and 18th), a superhero can choose to learn a new bonus combat feat in place of a bonus combat feat he has already learned. In effect, the superhero loses the old bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or ability. A superhero can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus combat feat for the level.
Bravery: At 3rd level, a superhero gains a +1 bonus on Will saves against fear. This bonus increases by +1 at 7th level, at 11th level, at 15th level, and at 19th level.
Superpower Exchange: Upon reaching 5th level, and every four levels thereafter (9th, 13th, and 17th), a superhero can choose to gain a new major or minor superpower in place of a superpower he has already gained. In effect, the superhero loses the old superpower in exchange for the new one. The old superpower cannot be one that was used as a prerequisite for a power stunt, feat, prestige class, or ability. A superhero can only change one superpower at any given level and must choose whether or not to swap the superpower at the time he gains the level granting the exchange. The exchange must be equal; a minor superpower can only be exchanged for another minor superpower, and a major superpower can be exchanged for either another major superpower or two minor superpowers.
Heroic Recovery: At 9th level, a superhero can heal his own wounds as a standard action. He can heal a number of hit points equal to his superhero level by spending 1 power point from his power pool.
TABLE 1: SUPERHERO
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +0 Major superpowers (2), minor superpower, power pool, power stunt
2nd +2 +3 +0 +0 Bonus combat feat
3rd +3 +3 +1 +1 Bravery +1
4th +4 +4 +1 +1 Power stunt
5th +5 +4 +1 +1 Minor superpower, superpower exchange
6th +6/+1 +5 +2 +2 Bonus combat feat
7th +7/+2 +5 +2 +2 Bravery +2
8th +8/+3 +6 +2 +2 Power stunt
9th +9/+4 +6 +3 +3 Heroic recovery, superpower exchange
10th +10/+5 +7 +3 +3 Bonus combat feat, major superpower, minor superpower
11th +11/+6/+1 +7 +3 +3 Bravery +3
12th +12/+7/+2 +8 +4 +4 Power stunt
13th +13/+8/+3 +8 +4 +4 Superpower exchange
14th +14/+9/+4 +9 +4 +4 Bonus combat feat
15th +15/+10/+5 +9 +5 +5 Bravery +4, minor superpower
16th +16/+11/+6/+1 +10 +5 +5 Power stunt
17th +17/+12/+7/+2 +10 +5 +5 Superpower exchange
18th +18/+13/+8/+3 +11 +6 +6 Bonus combat feat
19th +19/+14/+9/+4 +11 +6 +6 Bravery +5
20th +20/+15/+10/+5 +12 +6 +6 Major superpower, minor superpower, power stunt

Coming next: superpowers


An old terror has returned to plague the lands that border the forbidding Yatil Mountains! The folk of Perrenland, Highfolk, Ket, and Bissel have begun to whisper with fear that Iggwilv the Archmage has returned to the Lost Caverns of Tsojcanth to reestablish her old kingdom! The first signs were a sudden rash of ill omens observed throughout those realms bordering the Yatils; then came the withering of crops, the curdling of milk, and other signs of black witchcraft; and finally, the return of Iggwilv was heralded in the capitals of the afflicted realms by black-robed witches, who delivered a dire ultimatum--accept Iggwilv as queen and goddess, or suffer drought, pestilence, and plague!

And so began the dreadful drought that has afflicted the lands bordering the Yatils for the last four months. Rats and vermin infest the cities and towns, spreading disease and draining granaries, pantries, and larders. A plague of locusts devoured what was left of the withered crops, and famine was soon felt in the afflicted lands--livestock were lost daily to starvation, and predators deprived of their usual prey.

Already reeling from the news of Iggwilv's return and the effects of her black coven's craft, the lands were to suffer even worse fates:

After the stalwart folk of the afflicted lands had resisted Iggwilv's demands for two months, a gargantuan red dragon began to ravage the countryside, burning the dead groves and causing wildfires to race across the lands. Virtually overnight, the capitals filled with refugees, and the countryside was abandoned. Many folk have fled to safer lands, and as word of the evils affecting the lands has spread far and wide, trade to those lands has ground to a halt, all but delivering the coup-de-gras to the doomed lands.

Unfortunately, the true coup-de-gras has finally been delivered:

Demons have begun to stalk the crowded streets of the cities, torturing and killing in wanton raids until they are driven off by the mightiest clerics, wizards, and other adventurers in residence. The subjugation of the afflicted lands has already begun--Ket and Perrenland have submitted to Iggwilv, and an exodus from those realms has begun, but many who try to flee are captured by Iggwilv's monstrous minions and publicly tortured to death. It seems that a second reign of Iggwilv the Witch-Queen is at hand!


This is for anyone who wants to run a PF-compatible post-apocalyptic RPG based on "the world's first sci-fi RPG". Enjoy! :)


Here is the most recent edition (as of 4/18) of R&W. Numerous edits have been made to fix errata, and the page count has been reduced by about 120 pages by reducing font and using double columns. Enjoy!


At long, long last:
Here is the final draft of my "World's-First-Science-Fiction-RPG"-inspired, PF-compatible, post-apocalyptic RPG.

Here is a ms word version for dm4hire, sketchpad, and anyone else who would like to modify a personal copy.

Enjoy!


ERRATA (thanks, Evil Genius!): On pg. 84, the last sentence of the section entitled "PSIONIC ITEM CREATION FEATS" should be replaced with: Psionic item creation feats, psionic items, and Psicraft checks are treated as magic item creation feats, magic items, and Spellcraft checks respectively.

Any other errata will be posted here as it is discovered.


One of the PCs in my game on saturday summoned a Large air elemental (CR 5), which has a speed of 100 ft., whirlwind is DC 18, and slam damage is 1d8+4. He used it to mow down several foes in a way that had everyone at the table rather increduluous (including the player who summoned the AE). By running back and forth across a line of three or four foes, the AE was able to hit each foe at least 4 or 5 times with its 100 ft. speed, forcing them to make DC 18 Ref saves to avoid being caught and a 2nd save to avoid 1d8+4 dmg on each pass.

Now imagine the same tactic used against a single foe, with the AE passing into and out of the foe's square ten times in one round (which it can do with 100 ft. speed), purposely dropping the foe (a free action) any time it gets caught in the ww in favor of forcing the foe to make a new save vs. the slam damage on every pass. If the foe makes its Ref save on half of the passes, that's still an average of 42 dmg per round. If the foe fails all of the saves, thats an average of 85 dmg per round, with the potential to do as much as 120 dmg in 1 round. Does that seem broken for a CR 5 monster?


Can anyone tell me which version of the OGL I should attach to a PF-compatible product? Thanks in advance!


Hi all, I'm working on a post-apocalyptic RPG that is compatible with PF RPG. I've read the Pathfinder Compatability agreement, and I understand what I need to do on that end, but I'm unclear on how to use the OGL. Do I need written permission from WotC? And if so, how do I go about that? Is there a form someone could kindly link for me? I know I need to copy and paste the OGL at the end of my document, but I'm not sure which version I need to use, or where to find it, and would greatly appreciate some help. Thanks!


I noticed that there is a table in the CRB giving AC for objects based on size, but there seem to be no guidelines for determining what size category a given object falls into, or am I missing it?


Here it is as a word doc, for those who would like to do a bit of editing for their personal use.


Last night, a player in my game wanted to sunder a foe's weapon. He succeeded, then asked if he could Cleave the foe. My ruling was no, because it says "two adjacent foes". But I did think it was interesting, and thought I'd post here to get other opinions. Did I rule correctly?


Here is a free, unofficial, Pathfinder-compatible edition of Gamma World, the classic post-apocalyptic RPG originally published by TSR in the 70s. It was based on James Ward's earlier sci-fi RPG (the very first!), Metamorphosis Alpha. I welcome comments, suggestions, critiques, et cetera, and especially would appreciate feedback based on playtesting! Enjoy!

http://docs.google.com/fileview?id=0BxCliOSSjOuZMjM0Yjg2NzMtZDMwYS00ZDVhLWE 2ZDAtMDViNjgyYjg3MmJi&hl=en


Can you target a square you suspect has an invisible foe in it with a cleave attack?


1 person marked this as a favorite.

PATHFINDER: GAMMA WORLD
ROLEPLAYING GAME

GENOTYPES

PURE STRAIN HUMAN
PURE STRAIN HUMAN TRAITS
+2 to One Ability Score: Pure strain humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Pure strain humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Pure strain humans have a base speed of 30 feet.
Bonus Feat: Pure strain humans select one extra feat at 1st level.
Skilled: Pure strain humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Radiation Resistant: Pure strain humans get a +2 genotype bonus on saving throws to resist the effects
of radiation sickness.
Languages: Pure strain humans begin play speaking their native language (English in Meriga and Eukay). Pure strain humans with high Intelligence scores can choose any languages they want (except secret languages).

ALTERED HUMAN
ALTERED HUMAN TRAITS
+2 to One Ability Score: Altered humans get a +2 bonus to one ability score at creation to represent their varied nature.
Medium: Altered humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Altered humans have a base speed of 30 feet.
Bonus Feat: Altered humans select one extra feat at 1st level.
Skilled: Altered humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level.
Mutated: Altered humans must choose at least one minor or major mutation from the list of mutations, and select one or more drawbacks from the list of drawbacks to reach a balance of 0 Mutation Points. (See Mutations).
Languages: Altered humans begin play speaking their native language (English in Meriga and Eukay).
Altered humans with high Intelligence scores can choose any languages they want (except secret languages).

MUTATED ANIMAL
MUTATED BAT TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated bats are agile and highly aware of their surroundings, but they are frail and less intellectual than humans.
Medium: Mutated bats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated bats have a base speed of 30 feet.
Blindsight: Mutated bats have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated bats cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated bats using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Light Sensitivity: Mutated bats are dazzled (-1 penalty on attack rolls and Perception checks) in areas of bright illumination (sunlight, flashlight beam, et cetera), but are not penalized when relying on their blindsight ability.
Low-Light Vision: Mutated bats can see twice as far as humans in areas of dim light.
Languages: Mutated bats begin play speaking the native language of local humans (English in Meriga and Eukay) and Bat, the special language of mutated bats. Mutated bats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED BEAR TRAITS
+4 Strength, +2 Constitution, -4 Dexterity, -2 Intelligence: Mutated bears are freakishly strong and tough, but tend to be clumsier and less intellectual than humans.
Large: Mutated bears are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated bears have a base speed of 30 feet.
Claws: Mutated bears have nonretractable claws that function as natural weapons. Each claw deals 1d6
points of slashing damage (plus the mutated bear’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated bear’s full base attack bonus, and the mutated bear can make one claw attack with each claw per round. Mutated bears with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Poor Vision: Mutated bears have weak eyesight. They take a -2 penalty on sight-based Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated bears begin play speaking the native language of local humans (English in Meriga and Eukay) and Bear, the special language of mutated bears. Mutated bears with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED CANINE TRAITS
+2 Constitution, +2 Wisdom, -2 Intelligence, -2 Charisma: Mutated canines are hardy and have keen senses, but they tend to be dull-witted and uncouth.
Medium: Mutated canines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated canines have a base speed of 30 feet.
Low-Light Vision: Mutated canines can see twice as far as humans in areas of dim light.
Scent: Mutated canines have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules
on the scent ability).
Languages: Mutated canines begin play speaking the native language of local humans (English in Meriga and Eukay) and Canine, the special language of mutated canines. Mutated canines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED DOLPHIN TRAITS
+2 Strength, +2 Intelligence, -2 Dexterity, -2 Wisdom: Mutated dolphins are strong and highly intelligent, but somewhat clumsy and foolhardy.
Medium: Mutated dolphins are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated dolphins have a base speed of 30 feet.
Blindsight: Mutated dolphins have blindsight out to 120 feet. They use echolocation to “see” their surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated dolphins cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated dolphins using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated dolphins can see twice as far as humans in areas of dim light.
Hold Breath: Mutated dolphins can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated dolphins begin play speaking the native language of local humans (English in Meriga and Eukay) and Dolphin, the special language of mutated canines. Mutated dolphins with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ELEPHANT TRAITS
+4 Strength, -4 Dexterity: Mutated elephants are powerful but clumsy.
Large: Mutated elephants are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated elephants have a base speed of 30 feet.
Tusks: Mutated elephants have a pair of tusks that function as natural weapons. Each tusk can gore for
1d6 points of piercing damage (plus the mutated elephant’s Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated elephant’s full base attack bonus, and the mutated elephant can make one gore attack with each tusk per round.
Poor Vision: Mutated elephants have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated elephants begin play speaking the native language of local humans (English in
Meriga and Eukay) and Elephant, the special language of mutated elephants. Mutated elephants with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED FELINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Intelligence: Mutated felines are agile and have keen
senses, but tend to be less sturdy and less intelligent than humans.
Medium: Mutated felines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated felines have a base speed of 30 feet.
Claws: Mutated felines have retractable claws that function as natural weapons. Each claw deals 1d4
points of slashing damage (plus the mutated feline’s Strength modifier) and threatens a critical hit on a natural 20. Claw attacks are made at the mutated feline’s full base attack bonus, and the mutated feline can make one claw attack with each claw per round. Mutated felines with the extra arms mutation have claws on all four arms, and meet the prerequisites for the Multiattack feat.
Low-Light Vision: Mutated felines can see twice as far as humans in areas of dim light.
Languages: Mutated felines begin play speaking the native language of local humans (English in Meriga and Eukay) and Feline, the special language of mutated felines. Mutated felines with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED MONKEY TRAITS
+4 Dexterity, -2 Constitution, -2 Intelligence: Mutated monkeys are extremely agile, but more frail and less intelligent than humans.
Medium: Mutated monkeys are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated monkeys have a base speed of 30 feet.
Natural Acrobat: Mutated monkeys gain a +2 genotype bonus on Acrobatics checks.
Natural Climber: Mutated monkeys gain a +2 genotype bonus on Climb checks.
Low-Light Vision: Mutated monkeys can see twice as far as humans in areas of dim light.
Languages: Mutated monkeys begin play speaking the native language of local humans (English in
Meriga and Eukay) and Monkey, the special language of mutated monkeys. Mutated Monkeys with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED ORCA TRAITS
+4 Strength, +2 Intelligence, -4 Dexterity, -2 Charisma: Mutated orcas are intelligent and freakishly
strong, but they are clumsy and aggressive.
Large: Mutated orcas are Large creatures and get a -1 size penalty to AC, a -1 size penalty on attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4
size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet.
They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated orcas have a base speed of 30 feet.
Blindsight: Mutated orcas have blindsight out to 60 feet. They use echolocation to “see” their
surroundings, making concealment irrelevant to them. When using their blindsight ability to “see”, mutated orcas cannot distinguish color or visual contrast, so they cannot use this ability to read. Mutated orcas using blindsight are not subject to gaze attacks, and are not penalized by blindness or being dazzled. Deafening attacks thwart this ability, as echolocation relies on hearing. Blindsight works underwater but not in a vacuum. Blindsight negates displacement and blur effects.
Low-Light Vision: Mutated orcas can see twice as far as humans in areas of dim light.
Hold Breath: Mutated orcas can remain submerged for a number of minutes equal to their Constitution score before needing to surface for air.
Languages: Mutated orcas begin play speaking the native language of local humans (English in Meriga
and Eukay) and Orca, the special language of mutated orcas. Mutated orcas with high
Intelligence scores can choose any languages they want (except secret languages).
MUTATED RAT TRAITS
+4 Dexterity, +2 Intelligence, -4 Strength, -2 Charisma: Mutated rats are bright and very agile, but they
are uncouth, and much smaller and weaker than other Medium creatures.
Medium: Mutated rats are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated rats have a base speed of 30 feet.
Low-Light Vision: Mutated rats can see twice as far as humans in areas of dim light.
Scent: Mutated rats have the scent ability (see Appendix 1 in Pathfinder RPG Core Rulebook for rules on
the scent ability).
Languages: Mutated rats begin play speaking the native language of local humans (English in Meriga and Eukay) and Rat, the special language of mutated rats. Mutated rats with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED RHINOCEROS TRAITS
+4 Strength, +2 Wisdom, -4 Dexterity, -2 Intelligence: Mutated rhinoceroses are powerful and alert, but tend to be clumsy and dull-witted.
Large: Mutated rhinoceroses are Large creatures and get a -1 size penalty to AC, a -1 size penalty on
attack rolls, a +1 size bonus to their Combat Maneuver Bonus and Combat Maneuver Defense, and a -4 size penalty on Stealth checks. They take up a space of 10 feet, and have a reach of 10 feet. They must wear Large armor and use Large weapons. Their carrying capacity is double that of a Medium creature with the same Strength score.
Normal Speed: Mutated rhinoceroses have a base speed of 30 feet.
Horn: Mutated rhinoceroses have a horn on their snout that functions as a natural weapon. Their gore
attack deals 1d6 points of piercing damage (plus 1-1/2 the mutated rhinoceros’ Strength modifier) and threatens a critical hit on a natural 20. Gore attacks are made at the mutated rhinoceros’ full base attack bonus, and the mutated rhinoceros can make one gore attack per round.
Poor Vision: Mutated rhinoceroses have weak eyesight. They take a -2 penalty on sight-based
Perception checks and take a -4 penalty on range attacks for each range increment (instead of the normal -2 penalty).
Languages: Mutated rhinoceroses begin play speaking the native language of local humans (English in
Meriga and Eukay) and Rhinoceros, the special language of mutated rhinoceroses. Mutated rhinoceroses with high Intelligence scores can choose any languages they want (except secret languages).
MUTATED SNAKE TRAITS
+2 Dexterity, +2 Wisdom, -2 Constitution, -2 Charisma: Mutated snakes are agile and have keen
senses, but tend to be frail and unfriendly.
Medium: Mutated snakes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Mutated snakes have a base speed of 30 feet.
Fangs: Mutated snakes have fangs that function as natural weapons. Their bite deals 1d4 points of
piercing damage (plus 1-1/2 the mutated snake’s Strength modifier) and threatens a critical hit on a natural 20. Bite attacks are made at the mutated snake’s full base attack bonus, and the mutated snake can make one bite attack per round. Many mutated snakes take the venomous bite mutation.
Low-Light Vision: Mutated snakes can see twice as far as humans in areas of dim light.
Languages: Mutated snakes begin play speaking the native language of local humans (English in Meriga and Eukay) and Snake, the special language of mutated snakes. Mutated snakes with high Intelligence scores can choose any languages they want (except secret languages).

SENTIENT PLANT
SENTIENT BRUSH TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient brushes are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient brushes are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient brushes have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient brushes can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient brushes so resemble ordinary brush that they can use the Stealth skill to hide in
any terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient brushes begin play speaking the native language of local humans (English in Meriga
and Eukay) and Brush, the special language of sentient brushes. Sentient brushes with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FLOWER TRAITS
+2 Dexterity, +2 Charisma, -2 Constitution: Sentient flowers are graceful and beautiful, but tend to be
frail.
Medium: Sentient flowers are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient flowers have a base speed of 30 feet.
Darkvision: Sentient flowers can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient flowers so resemble ordinary flowering plants that they can use the Stealth skill to
hide in any terrain where flowering plants can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient flowers begin play speaking the native language of local humans (English in Meriga
and Eukay) and Flower, the special language of sentient flowers. Sentient flowers with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT FUNGUS TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient fungi are durable and perceptive, but tend to have
slow reaction time.
Medium: Sentient fungi are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient fungi have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient fungi can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient fungi so resemble ordinary fungus that they can use the Stealth skill to hide in any
terrain where brush can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient fungi begin play speaking the native language of local humans (English in Meriga
and Eukay) and Fungus, the special language of sentient fungi. Sentient fungi with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT SUCCULENT TRAITS
+2 Constitution, +2 Wisdom, -2 Dexterity: Sentient succulents are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient succulents are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient succulents have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient succulents can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient succulents so resemble ordinary succulents that they can use the Stealth skill to
hide in any outdoor terrain where succulents can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient succulents begin play speaking the native language of local humans (English in
Meriga and Eukay) and Succulent, the special language of sentient succulents. Sentient succulents with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT TREE TRAITS
+2 Strength, +2 Wisdom, -2 Dexterity: Sentient trees are durable and perceptive, but tend to
have slow reaction time.
Medium: Sentient trees are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Sentient trees have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Sentient trees can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient trees so resemble ordinary trees that they can use the Stealth skill to hide in any
terrain where trees can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient trees begin play speaking the native language of local humans (English in Meriga
and Eukay) and Tree, the special language of sentient trees. Sentient trees with high Intelligence scores can choose any languages they want (except secret languages).
SENTIENT VINE TRAITS
+2 Dexterity, +2 Wisdom, -2 Strength: Sentient vines are nimble and perceptive, but tend to lack the
strength of other Medium creatures.
Medium: Sentient vines are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Sentient vines have a base speed of 30 feet.
Darkvision: Sentient vines can see in the dark up to 60 feet.
Plant Traits: Plants are immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), paralysis, poison, polymorph, sleep, and stun.
Camouflage: Sentient vines so resemble ordinary vines that they can use the Stealth skill to hide in any
terrain where vines can be found, even if the terrain doesn’t grant cover or concealment.
Languages: Sentient vines begin play speaking the native language of local humans (English in Meriga
and Eukay) and Vine, the special language of sentient vines. Sentient vines with high Intelligence scores can choose any languages they want (except secret languages).