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Seagull

Jer's page

74 posts. Alias of username_unavailable.

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Hey folks, while I appreciate having the blog entries repeated to Twitter, I really don't like that the attached links take me to facebook pages, which then link to the actual blog post. It's not so bad once, but if I try to follow two or three in a row, it gets old really quickly.

I realize you're probably using a facebook repeater, but there are plenty of RSS repeaters that feed to Twitter directly.


According to the timeline of holidays in the Campaign Setting, there is a holiday called 'Jestercap' celebrated in Druma, Taldor and Andoran on Lamashan 27. Is is there any information elsewhere on what this holiday or festival might be?

It's not mentioned in the entries for those countries ... or maybe it is and I just missed it ...


It's adorable :).

... well I think it's adorable, but then I had a hand i making it ;).

Hopefully it gets the game some more exposure ... though judging by EN World it's already the talk of Gen-Con.


Background:

Xqaluk Xquash was the greatest flumph hero the cosmos had ever known. As a
Cleric 8 / Evoker 8 / Fighter 8 / Monk 8 / Paladin 8 / Ranger 8 / Rogue 8 / Sorcerer 8 he was by far the most powerful and effective champion of his race.

As such a decorated hero, he took it upon himself to hunt and kill the demon lord Andirifkhu, but only got as far as the doorstep before running into problems. As he approached, a terrible trap unleashed a curse upon the flumph, tearing him into pieces and scattering them about. These pieces fled back to their home, and soon discovered themselves unable to merge back into one being. Where once there had been one flumph, now there were eight.

Shortly thereafter, a portal opened up, and they were unexpectedly sucked into another world. Oh dear!

Character Creation Guide

Spoiler:
Each of you is a severed part of the great Xqaluk Xquash.

Abilities - Use standard point buy to generate your ability scores

Race - Flumph racial characteristics:

• small size
• 2 Aberration hit dice (2d8; +1 BAB; +3 Will; 2 skill points/level)
• 20ft fly speed (average)
• +6 natural bonus to AC
• natural weapon: spikes (1d6 + 1d4 acid for 2d4 rounds)
• darkvision 60 ft
• nauseating spray (ranged touch; nausea [Fort DC 11 + Con negates]; affects all creatures within 100 ft of target; recharge 1d4 rounds)
• alignment: lawful good
• abilities: Dex +6, Wis +4
* for more info, see Tome of Horrors Revised

Class - Choose eight class levels from the selection above. You can mix and match, but there may not be more than eight levels in any one class between you.

There will be eight flumphs in total no matter how many players are present. Any flumphs not played by a player merge with an active PC to temporarily create a gestalt character. Basically this means in any circumstance where such a character needs to make a check, that player consults both character sheets and chooses the higher modifier. He also has access to all the abilities, feats and skills of both characters. Gestalt flumphs use the higher hit point total of their component characters, and split any damage between them equally when they separate.

Equipment - the group my split the following (presumably the armour has been custom-crafted to suit flumphs, and presumably flumphs can wield weapons in their tentacles):

+1 evil outsider bane cold iron [melee weapon]
+1 flaming cold iron [melee weapon]
+1 holy [ammunition] x18
+1 mithral shirt
+1 mithral heavy shield
+2 ring of protection x2
+2 armoured kilt with
+1 cold iron ki focus [melee weapon]
+2 cloak of resistance
+4 cloak of charisma
+2 pseudopod decoration of ogre power (glove slot)
+4 pseudopod hangings of dexterity (glove slot)
+4 headband of intellect
masterwork missile weapon
metamagic rod of lesser extend spell
pearl of power (2nd level)
potion of neutralize poison
potion of cure serious wounds x3
wand of cure moderate wounds (50 charges) x2
wand of magic missile (CL 5; 50 charges)
wand of invisibility (25 charges)
spellbook (0-all [except banned school]; 1-9; 2-7; 3-5; 4-4)

The first session was taken up entirely by character creation, which is fair given that there were twice as many characters as players. Character creation also involved miniature creation, with some fantastic results.

Picture: The Eight Pieces of Xqualuk Xquash

Character Roster:

Nod Xquash - Abr2/Ftr4/Rgr4
Cornelia Isabelle Nadine Delilah Isadora Xquash - Abr2/Monk1/Rog7
Daeman Xquash - Abr2/Sor8
Dumpy Xquash - Abr2/Mnk2/Rgr3/Evo1/Frt1/Pal1
Tenporrya Xquash - Abr2/Clr7/Pal1
Kyandyd Xquash - Abr2/Ftr2/Pal5/Rog1
Pyankin Xquash - Abr2/Evo7/Rgr1
Xmacky Xquash - Abr2/Mnk5/Ftr1/Pal2

Please hide any comments that might spoil the adventure for my players behind spoiler tags, as I expect they will follow this thread. Thanks!


I know Seattle is close to home turf for the Paizo folks, and PAX keeps getting bigger ...

... any chance of an official presence this year? Or a panel? Or just some PFS stuff?

I'll mostly be there for video gaming, but will probably hit a pickup game or two if it's anything like last year.

Anyone else going and planning on running some Pathfinder?


The Paizo Twitter wrote:
In case you missed it: Pathfinder RPG Core Rulebook PDF will be just $9.99. #pathfinder #pfrpg (SKR)

I am floored. Seriously, guys, well done - that's one hell of a lost leader.

While I knew I was going to buy the book, I was wondering whether my players were going to be willing to buy-in right away ... now that is no longer in question.

My group will be playing this game; please enjoy our money.


Here We Go!

I’ve decided to run Expedition to the Ruins of Castle Greyhawk campaign using the Pathfinder RPG beta release. I've been waiting to run this adventure for a while, and now seems like a fine time :). While I’ll be documenting the game as it progresses. My players will likely read this thread, so information not meant for them will be hidden behind spoiler tags. Please comment on anything, but use spoilers liberally.

I'll also be following the lead of other recent playtesters and posting a blog containing both the content posted here, and other information not relevant to the playtest (but possibly relevant to the campaign).

You can find that blog here.


Literal interpretation of the rules would have it that a medium-sized character with Fleet (+5 ft base movement if not carrying a medium or heavy load) still has a movement of 20 in medium or heavy armour, even if he is still lightly encumbered.

beta wrote:

Speed: Medium or heavy armor slows the wearer down. The number on Table 7–6 is the character’s speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet. They use the first column. Dwarves, gnomes, and halflings have an un-encumbered speed of 20 feet. They use the second column.

Remember, however, that a dwarf ’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.

Is the speed of a medium character in medium armour 20 ft regardless of other factors? Or is the speed of the a 35 ft base speed character 25 ft in medium armour?

What if a small character takes Fleet twice to improve his base speed to 30 ft, then puts on medium armour? Is his speed 20 ft or 15 ft?



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