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Angvar Thestlecrit

Goffred Giulianoff's page

359 posts. Alias of zimmerwald1915.


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Hey gang. A heads-up: I'll be away from my computer tomorrow. I've promised to help with a first aid refresher, and it'll take most of the day. I'll try to have a post up tonight, though.


Welcome to the game. I've started you off separately because that made more sense to me, and to put your characters in their circumstances before they have to interact with each other.

Caerwyn:
You spent the night on a hard, thin cot in the Garrison, courtesy of Sheriff Hemlock. The militiamen waking up around you groan in discomfort at their cricking necks and aching lower backs, but you feel refreshed and ready to face the day. The iron-framed canvas beds might be utilitarian, but they were more comfortable than the root-riddled forest floor on which you've become accustomed to sleeping.

"Look alive, Caerwyn," says a voice, and you feel a heavy, leathery hand clap down on your shoulder. You turn around. The tanned, shaven face of the Sheriff looks down at you. Anyone else would take the man's expression for a scowl, but you know better. "Sun's nearly up, and we've got to be down at the square before it gets too crowded to move."

Timor:
You are woken up by a loud, insistent rapping at the door to the room you rent above Cracktooth's Tavern. Your eyes are bleary in the early morning half-light and your nightshirt sticks uncomfortably to your body, but your visitor sounds impatient, so you make haste to open the door. Standing there, wearing a wool shirt and beat-up leather jacket, is the Jesk Berinni, Cracktooth himself.

"I'll make this quick," he says, chuckling slightly at your appearance. "You know Cyrdak Drokkus, the Theater owner? Well, last night he asked me for a favor. He's making a big speech this morning in front of the new Cathedral, and he wanted me to shill for him. Y'know, clap and cheer real loud on the big lines." The heavyset innkeeper rolls his eyes at the cynicism. "Probably learned that trick from Grobaras himself. Anyway, I know you've wanted a shot at the big time, and if you did this for him he'd probably appreciate it."

Alys:
You and the captain of the cog that brought you to Sandpoint, the Barbry Allen, stand on the dock, watching the sailors load the last of their cargo in the early morning gray. "Sorry we can't stay and show you around," he says, "but you know how it is. We've gotta make Kalsgard by Lamashtan or lose twenty percent. Hey!" he calls, waving to a man with a bristly black beard and a wooden leg. He looks up and starts toward you, a smile on his face.

"This is Jargie," says the captain, clapping the other man on the shoulder. "I must've stayed at his place, the Hagfish, a dozen times, when I could." Jargie holds out his hand to shake.

"Best lobster bisque in Varisia," says the Jargie, a boastful smile on his face. "Come down to the new cathedral around noon, I'll be selling some cheap."

Teobold:
You hear two voices, a young man and a slightly older one, arguing outside your bedroom door. You cannot understand what they are saying through the thick wooden door, so you ignore them, focusing instead on getting dressed. Eventually, the older one sighs and you hear footsteps stumping off. The door opens just as you finish buttoning your top button.

A handsome, brown-haired man in a white tailcoat walks into your room. "Cousin Teo!" he says warmly, spreading his arms wide. "It's me, Belven. Forgive the noise," he says, inclining his head towards the door. "Brunton wanted to call you down, but Father told me you hadn't seen anyone but servants since arriving last night, so I came myself. After breakfast we're going to take a walk into town for the dedication, do you want to join us?"

Jin:
"Get up, get out," sings a voice, rousing you from your slumber. "You lazy louts." It sounds like Ameiko, the keeper of the inn at which you're staying. The melody's one you've heard before, though it seems she's changed the lyrics to something more topical. "Get into your Sunday clothes. The town's gonna be at the church, you see, and there's nowhere else to go."

You remember people in the common room last night talking about their plans for the festival today. Apparently the townsfolk were dedicating a new temple and everyone was taking the day off to celebrate, including the Mayor and the Sheriff. If anyone would know where to start looking for dangerous beasts or other trials you could impose upon yourself, they would be there.


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System: The Anniversary Edition was written for the Pathfinder RPG, and that's what we'll be using.
Player Count: I am looking for a group of five players. I also plan on having two alternate players.
Style of Play: I try as a GM to immerse players in the given circumstances, and would appreciate players enthusiastic about such an experience. I will try to post at least once every two days, and would appreciate similar attempts from the players.
Allowed Content: I'll allow content from the Core Rulebook, Advanced Player's Guide, Ultimate Magic, Ultimate Combat, and the Advanced Race Guide. I would prefer core races, however.
Backstory: I would most appreciate a backstory that ties your character to the given circumstances, either through a place, an organization, or another person.
Experience: Begin at first level with zero experience points and two traits (one and only one of which should be from the Rise of the Runelords Anniversary Edition Player's Guide, reproduced below).
Wealth: Begin with average starting wealth for your chosen class.
Ability Scores: Please generate your characters' ability scores using 20 point buy.
Hitpoints: Begin with the maximum hit points for your chosen class. All further hit dice will grant average hit points.
Alignment: Don't be a dick.
Other Notes: I have GM'd one other game on the Paizo boards. My attempt at Curse of the Crimson Throne fizzled, and I know why. I had taken over the game from the previous GM, but had begun in his game as a player. I continued playing my character, but couldn't keep up with both playing him and GMing. I know better now.

Campaign Traits:
Eager Performer: Hearing that Sandpoint had a theater rivaling those found in large cities like Magnimar and Korvosa, you decided to try your luck getting stage time there. After sending a letter to Cyrdak Drokkus requesting an audition and not hearing back, you’ve taken it upon yourself to travel to Sandpoint and meet him in person, trusting your force of will and charming inf luence will get you what you want. You gain a +1 trait bonus on checks for any one Perform skill. Additionally, choose any one spell of the enchantment school; its save DC increases by +1.
Family Ties: While not ethnically a Varisian, you have been raised among Varisians and they consider you one of their own. Furthermore, you managed to get in good with a group of Sczarni and consider them your new family. After being run out of the last place your Sczarni family camped, you tracked down a friend of the family in Sandpoint—a ruthless thug named Jubrayl Vhiski at the Fatman’s Feedbag. During your time with the Sczarni, you learned a few tricks of the trade. You gain a +1 trait bonus on Knowledge (local) checks and Knowledge (local) is always a class skill for you. In addition, you begin play able to speak and read Varisian.
Friends and Enemies: One of your family members, perhaps a parent, cousin, aunt, or uncle, helped Daviren Hosk put down a group of goblins near Sandpoint. Since then, your family member passed away, but not before telling you about that day and the offer Daviren made her should she ever be in need. Once you make it to Sandpoint and meet up with Daviren Hosk at the Goblin Squash Stables, he gives you one of his best steeds and all the necessary accoutrements as gratitude for your family member’s help: a heavy combat trained horse, a military saddle, saddlebags, bit and bridle, a month’s worth of feed, and lifetime stabling at the Goblin Squash Stables.
Giant Slayer: Your family’s village was plundered by giants in the wilds of Varisia, leaving nothing but a smoldering ruin. After the destruction of your village, your family trained for combat against giants to prevent such a tragedy from ever happening again. Since hearing of giants mobilizing throughout the countryside, you ventured to Sandpoint to help the town prepare for a possible incursion. You gain a +1 trait bonus on Bluff, Perception, and Sense Motive checks and +1 trait bonus on attack rolls and damage rolls against creatures of the giant subtype.
Goblin Watcher: You grew up in Sandpoint staring off the cliff across the Varisian Gulf. Spending so much time there at Junker’s Edge watching the goblins below as they scrounged through the discarded junk and seeing what they made out of the garbage, you developed an eye for spotting the most useful and valuable discarded items. You gain a +1 trait bonus on Perception and Appraise checks, and a +5 trait bonus on Appraise checks to determine the most valuable item visible in a treasure hoard.
Hagfish Hopeful: Ever since passing through Sandpoint when you were a child and hearing about the contest at the popular tavern known as the Hagfish, you wanted to take that coin purse as your own and carve your name on the ceiling beam above the bar. Training yourself to choke down indigestible food and drink water a pig would refuse, you’ve built up quite a strong resistance to all things putrid and gross. You gain a +2 trait bonus on Fortitude saves against disease and poison.
Merchant Family: You are related to one of the four noble families from Magnimar who founded the Mercantile League of Sandpoint. You either grew up in Magnimar as a cousin in the Valdemar or Deverin family or were born and raised in Sandpoint. Education in running a business and years of looking after the family enterprise have given you a knack for trade. You increase the gp limit of any settlement by 20% and can resell items at an additional 10% over the amount of gp you normally would get from selling off treasure.
Monster Hunter: Perhaps you came to the Varisian Gulf in search of the Sandpoint Devil, or maybe you followed fisherman’s tales of Old Murdermaw—regardless, you’ve ventured through Varisia to hunt down famous monsters. While they have all eluded you so far, you made it to Sandpoint to research and restock before heading back out into the wilderness. Because of your training, you gain a +1 trait bonus on attack rolls and weapon damage rolls against aberrations and magical beasts.
Scholar of the Ancients: Growing up with your nose in books, you’ve had a great interest in past cultures and ancient history. Furthermore, having grown up in Varisia, you know the monuments dotting the landscape belong to an ancient civilization known as Thassilon. From your life of study and dogged research, you’ve pieced together the language and partial history of this once-great empire. You gain a +1 trait bonus on Knowledge (arcana) and Knowledge (history) checks, and begin play able to speak and read Thassilonian.
Student of Faith: While you have personally dedicated your life to a single deity, you study all religions and mortal faiths. Upon hearing that the town of Sandpoint recently completed a cathedral dedicated to the six deities most popular in the area, you had to see the place for yourself, and have arrived in time for the consecration of this holy edif ice. Because of your strong faith and broad range of study, you cast all cure spells at +1 caster level, and whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Shadow Lodge

So here's an odd question. Is there any arcane spell (and I really would prefer a spell, as opposed to, say, a psionic power or magic item) that can stick two creatures, not including the caster, together? That is, they'd occupy the same space, move together, interfere in each other's movements, etc. At the moment all I can think of are creative applications of Bestow Curse, Major Curse, Limited Wish, or Wish, but if there's a more specific spell that can do what I have in mind, I'd like to know about it.

Shadow Lodge

Well, this is a pretty straightforward question, so in that spirit, I'll come right out and ask it. If you cast Magic Jar and possess another body, can you still cast other spells, your spells, out of your spell slots? The Magic Jar description notes that you don't have access to the possessed creature's spells, and I've read the threads in this forum suggesting rulings for which buffs transfer over, but I'm more concerned with spellcasting itself. Can you cast your own spells when possessing another?

Shadow Lodge

Reading the description of the Ring of Force Shield, it does not say what type of bonus to AC it provides. Since it is wielded by the ring's wearer as if it were a heavy shield, and since it provides the same numerical bonus as a heavy shield, it would be logical to assume it provides a shield bonus to AC. This is not, however, specified in the item's description, and it could be reckoned that the bonus to AC is untyped on that basis.

Any clarification on this point would be appreciated.


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Hello ladies and gentlemen, and welcome to my first campaign journal. Not my first game, mind you, but journaling a PbP is rather pointless and my notes for the last FtF campaign I wanted to journal blossomed into a booklength form before I could get a handle on it. This is a maptool campaign, which turned out to faciliate just the right mix of accurate and to-the-point record-keeping that I could begin keeping a journal with some confidence in the product. We've played one session so far, this Thursday, and expect to have a session each Thursday until the Adventure Path is concluded.

As this is a RotRL campaign journal, it will contain spoilers for that Adventure Path. Then again, if my journal is the first thing on these Internets that spoils RotRL for you, please consider me immeasurably flattered.

Before we begin I'd just like to pay homage to Denek/Moonbeam, whose journals, in part, opened me up to the depth of the Adventure Paths and whose posting format I will be shamelessly ripping off.

And now without further ado, I present to you the protagonists of our little, or perhaps not-so-little, tale:

Amarantha Montenegro 23-year-old male varisian inquisitor, Chaotic Neutral
Amarantha's player joined on short notice, and I haven't got a backstory for him yet.
-

Nil Silverwind male half-elf magus, Chaotic Good
I haven't got a backstory for Nil either, and don't have as good an excuse. I'll add it when I get it.
-

Antonie Tobyn 49-year-old male chelaxian evoker, Chaotic Good
Ezakien left his younger brother behind in Magnimar when he left to minister to new-founded Sandpoint. News of his death brought Antonie from his star-mapping and researches into light at the Stone of the Seers to Sandpoint, and a land deal gone sour and a vindictive colleague made him stay.

Zegomda gro-Tulga 17-year-old male orc druid, Neutral Good
Zegomda's people preyed long upon the Shoanti, until a Shoanti druid struck back. The example of her strength, which all but destroyed his tribe, and the uncaring mountain which nevertheless sheltered him, inspired his calling to nature. He has amends to make, and may as well do so in Sandpoint.

Ulrioc 28-year-old male chelaxian paladin, Lawful Good
Ulrioc turned to Iomedae's faithful for salvation, first from a troubled home life and then from destitution when he could no longer call his house home. His time as an acolyte is at an end, and his first mission, a goodwill gift from Iomedae's flock to the new Cathedral, brought him to Sandpoint.

Shadow Lodge

Is it mentioned anywhere, or has it been surmised anywhere, how old Ezakien and Nualia Tobyn were in 4702?

Shadow Lodge

So let's say some wizard were to advance to level 7 using the Infernal Binder archetype for Conjurers. At that level he gains an Imp Improved Familiar. At level 8 he begins taking levels in the Diabolist prestige class. At level 1 of Diabolist he gains an Imp [acts-like-an-Animal] Companion. My question is: how do these class features interact? Is the Improved Familiar dismissed in favor of the Companion? Is the Companion unavailable thanks to previously having the Improved Familiar? Does the Improved Familiar gain the Companion bonuses as well as its own? Does the wizard summon a second Imp, who gets the Companion bonuses, in addition to his Improved Familiar?

Shadow Lodge

Hiya fine folks of the Paizo messageboards. I'm creating my first character for PFS - you can probably guess which faction - and have all but settled on the wizard class. In Pathfinder RPG games I'd pick up a bonded object instead of a familiar, mostly because my GM likes killing familiars and animal companions, and then an item creation feat a little down the line to give it some extra utility (Bonded ring becomes Bonded Ring of Feather Falling is the first example I can think of). However, that option is not available in PFS.

My question is this: is there a way to upgrade a bonded object in a similar manner in PFS, without taking the item creation feats yourself? For example, could you request or buy the upgrade from an NPC, patron or otherwise, between sessions? Apologies if this is covered somewhere in the rules.



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