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Discussion thread is open. Gameplay is also open, if you’d care to “dot and delete” there.


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Nestled in the western foothills of the World’s Edge Mountains, the alpine Taldane village of Lyon’s Brook represents the decline of Taldane splendour and the resourcefulness of its people. Essentially abandoned by the nobility and bureaucracy, the common Unbearded folk of this quaint little town have created a good life for themselves, one of peace and quiet. But hey, even sleepy towns need heroes, too!

Unlike other games I’ve run on these boards in the past, there is no overarching plan in place. I have a few pivotal villains in mind and some of the things they might be up to, but how we get there is up to the players. My goal is to string together a series of mid-sized adventures (PCs will level up at the end of each adventure), all based in and around this small town, with some adventures dealing with the fallout of previous adventures. I have a general idea of how the first adventure will look, and will write the rest based on the actions and backstories of the PCs. I know this sounds like standard fare, but I haven’t played such a game in almost twenty years, with everything lately being adventure paths, either published or homebrew. So maybe this is just old school.

To get things started, I have detailed some basic stats and background info for most of the village’s 122 residents, though more can be added to accommodate the PCs (families, etc.). All of this information is what a character would get with a Diplomacy (Gather Information) or Knowledge Local check of DC 10. These characters, some ordinary, some colourful, form the cast for our little drama. Rather than a standard recruitment where we try to fill party roles and assemble a crack strike force, instead you will be auditioning for roles in this drama, and it’s up to you how you want to try to fill each role. Please incorporate one or more of the town citizens in your background, even inserting yourself into a family if that’s appropriate (just ask first).

Character Creation Criteria:

Source Material: You can ask, but if it’s 3pp, it’s almost a guaranteed no. This is not a game for outlandish builds.
System: Pathfinder 1st Edition
20-pt buy
Alignment: any good
Level: 1
Classes: Core + Alchemist, Arcanist, Brawler, Hunter, Inquisitor, Investigator, Kineticist, Magus, Oracle, Slayer, Summoner (Unchained), Warpriest, but depends on role (when the role says “any”, it means from this list)
I’m not a fan of crazy, niche builds, especially for a game that is supposed to invoke “small town feel”, so the more “old-fashioned” your build, the more likely to be chosen.
Races: Core, but depends on role (when the role says “any”, it means any core)
Traits: 2, plus “campaign”
Background Skills: Yes
Elephant in the Room: Yes
VMC, fractional bonuses, guns, weird steampunk things, psionic stuff: No
HP: Max at first, roll for later (keep your own roll, or take mine)
Starting Gold: depends on role
Starting Age: fresh-faced, whatever that means for your chosen race

I’ll be taking 5 PCs, one for each of the following tropes, I mean, roles:

The Pride of Lyon’s Brook:

You are thought well of by almost everybody, especially the core group of citizens. Born and bred locally, you are trusted and respected. You’re a young person with good prospects, a good reputation, probably even Threefold Council material a few years down the road. Perhaps it’s just that you’ve always been a good rules-follower as a kid, or that you’ve been exceptional in some way, or maybe you were a minor hero as a youth. You may have left town at some point, but everybody is glad you’re back. You gain a +2 trait bonus on Diplomacy checks to interact with locals and once per level, when attempting to sell something, a local merchant will give you 20% more than the standard sale price for that item.
Allowed Classes: any
Allowed Races: human or half-elf
Starting Gold: Max

The Black Sheep:

You are thought poorly of by almost everybody. It’s not that you’re a bad person at all, but trouble always seems to find you. You have a poor reputation, perhaps through no fault of your own (or maybe it’s well-earned). You may have left town at some point, and everybody was disappointed to see you had returned. You may, if you wish, have one local who champions your cause and believes in you, though they certainly haven’t helped you much so far. People in town just don’t trust you and are always prepared to think the worst of you, but you’re used to it and it has honed your ability to sense the feel of a room and to keep out of people’s way. When dealing with locals, you have a -1 penalty on Diplomacy and Bluff checks, but a +2 trait bonus on Sense Motive checks, and a +2 trait bonus to Stealth checks to move unseen about town. As you continue to repair your reputation with the locals, the penalties will gradually disappear over time.
Allowed Classes: any except for level 9 casters or paladin
Allowed Races: halfling, human, half-elf, half-orc, or dwarf
Starting Gold: Min + 20%

Average Joe/Josephine:

Every drama has background characters, and that’s you. You don’t really have much of a reputation in town at all, despite living there your whole life, and it’s doubtful that many folks would notice if you suddenly weren’t there. You’ve never done something as strange as leave town. You do have a surprising secret, though (you may or may not know what it is yourself), and your time is coming. For each local in town, you gain a one-time only +4 bonus to a single Bluff, Diplomacy, or Intimidate check, due to their shock that you have asserted yourself.
Allowed Classes: any self-taught or innate class
Allowed Races: human
Starting Gold: Average (duh)

Sir Eustus’ Ward:

Six months ago, you came to live with Sir Eustus, the kindly, venerable, ex-adventurer knight who is technically the nobility in charge of this town. You’ve spent most of this time living in his grand but faded country estate to the south of town, along with his dusty butler Halvers, cranky incompetent cook, and a host of unseen servants. You may or may not want to be there, but due to circumstances beyond your control, you’re stuck there for the time being. You are a mystery to the folks in town and the source of much speculation, you’re sure. You have only just recently been allowed to make your way into town to look around, and have yet to make any friends there. You gain a +2 trait bonus to Bluff checks made against locals and a +2 trait bonus to one Knowledge skill of your choice, except for Local, to which you have a -2 penalty.
Allowed Classes: any
Allowed Races: any
Starting Gold: Max + 20%

Stranger in Town:

You just arrived in town: literally, the campaign starts today, Seranith 17, 4710 AR, with your arrival. Why you’re there is anybody’s guess, and Lyon’s Brook may or may not be your intended destination. You don’t know anyone in town, and nobody knows you, but maybe your fate and the fate of this town were destined to intertwine. You’ve seen something of the world and are a bit tougher than the run of the mill townie. You gain a +1 trait bonus to any one saving throw of your choice.
Allowed Classes: any
Allowed Races: any
Starting Gold: Max
Special: With this role, you can quite easily weird yourself out of contention. A young adventurer from Cassomir, a Desnan priest from Absalom, a wandering dwarf looking for gold are all good options, but there’s no reasonable scenario where a half-orc headhunter from the Mwangi Expanse with six kitsune tails, a singing vestigial head, and a vendetta against drow and people who eat parsley ends up in Lyon’s Brook.

Applying will be a little different as well. I would like for the five selected characters to not know each others’ backgrounds. As such, I would like for characters to be submitted via private message and not in this thread. I will provide here a running list of the bare bones of each submission, including which role it’s for, and if you have any questions about the recruitment process or Lyon’s Brook itself, or just want express interest, you can ask them here, but everything character-specific stays in private message.

I also don’t care about builds at this stage, beyond your basics like race and class, though if anything starts to sniff of outlandish tomfoolery, I’ll probably pass on your submission. If we have 5 human rogues, then we have 5 human rogues and I’ll make appropriate adventures accordingly. Of course, you can build the character if you want, but I don’t plan to consider the stats at this stage. What I would like is a 10-minute background for your character.

Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

Step 5: Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

For the roles of Pride of Lyon’s Brook, Black Sheep, and Average Joe/Josephine, blend your life story with the established locals and recent history of Lyon’s Brook. For the Sir Eustus’ Ward role, what exactly is your connection to the venerable knight of the realm? For the Stranger in Town role, why are you here and what are some juicy parts of your past I can mine for interesting tales? These aren’t separate questions, just things to keep in mind when doing the 5 steps of the 10-minute background.

Links:
Overview of Lyon’s Brook and its Citizens
Map of Lyon’s Brook
Map of Taldor (showing where Lyon’s Brook is)

Soft Deadline: Midnight AST of July 31. If I happen to get 30 entries in the first 3 days, I'll probably wrap it up sooner, but I promise to give fair warning for any changes to this date. I know there's a lot of information in those links, though, so if folks need more time, that's fine, too.


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The Articles of Faith
A Mythic, World-Spanning Campaign
Setting: Golarion, Inner Sea Region
Campaign Overview: A new god emerges from the Starstone Cathedral, and his following will shake the current order. Old alliances will crumble, and new will be forged. Four heroes will explore the very nature of divinity itself and what they learn will change them forever. Different paths led them to join the crowd waiting outside the Starstone Cathedral that morning, but destiny will now bind them together.
This is a home-brew campaign, incorporating original material and modified published modules. The beginning follows an adventure-path-style of play, while things will become more freeform as the PCs increase in level. The gods and their faiths and followings will play a pivotal role in the game, and opportunities will abound, especially at higher levels, for the PCs to effect change on a massive scale. Relics and artefacts play a role, as does hunting for such treasures.
Character Creation:
This will be a mythic campaign. While the PCs will not start as mythic, their ascension will likely occur within the first 100 posts, so characters should be designed with their first mythic tier and path included. I don’t mind optimizing, but dislike cheese. As cheese is a subjective quality, I’m happy to work with players on character design, so as to help find common ground.

Special Houserule to Keep in Mind Before Creation:

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses come from training and experience, and are therefore not magical, and cannot be dispelled or negated.

At every even level, your character will receive a +1 enhancement bonus to an ability score of your choice. You cannot choose to apply this bonus to the same ability score twice in a row. Ability score raises that come every 4 levels are unchanged from core rules, and therefore are not considered enhancement bonuses. This means that a character could raise his Strength at 4th level per the normal rules, and apply a +1 enhancement bonus to Strength at the same level, for example.

Every level (including first) you can choose from one of the following six categories: melee, ranged, armour, shield, spells, and saves. You will get a +1 bonus to that category every time it is chosen. You can choose any one of the six once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) And yes, this starts at 1st level.

The six bonus types work as follows:
Melee (enhancement): +1 to attack and damage with manufactured melee weapons, natural attacks, and unarmed strikes. +1 to CMB checks and to CMD. +1 to attack (but not damage) to melee touch attacks (but not those used as part of a spell). For purposes of bypassing damage reduction, any weapon you wield counts as a magical weapon with a straight bonus equal to your melee bonus – 1 (e.g, when you reach a +4 melee bonus, your melee weapons count as +3 (magical) and silver for purposes of overcoming damage reduction, damaging incorporeal creatures, etc.).

Ranged (enhancement): +1 to attack and damage with manufactured ranged weapons. +1 to attack (but not damage) with splash weapons. +1 to attack (but not damage) to range touch attacks (but not those used as part of a spell). For purpose of bypassing damage reduction, these bonuses work the same as the melee bonuses indicated above.

Armour (enhancement): +1 bonus to AC (regular AC, touch AC, and flat-footed AC). You do not have to wear or use armour to receive this bonus.

Shield (enhancement): +1 bonus to AC (regular AC only, not touch AC or flat-footed AC), but only if you are wielding or wearing a shield (or a special weapon like a klarr which provides a shield bonus). A shield spell doesn’t count. Not all characters will make use of this bonus.

Spells (enhancement): +1 to attack and damage with spells. For spells that target multiple creatures independently (magic missile, scorching ray) the damage bonus applies once per spell to one target of the caster’s choice. For spells that affect multiple creatures simultaneously (fireball) the damage bonus applies to all. The damage bonus only applies to spells which deal hit point damage, not ability damage, or spells which do not deal damage at all. Cure spells used to heal are not affected by this bonus (though the attack bonus would apply if it were required), but cure spells used to harm undead creatures would be affected.

Saves (resistance): +1 bonus to all saving throws

Monstrous foes will not be using these rules, but any NPCs with character classes will be. The effects of these rules are to make magic items much rarer and more special, and removes the gear-dependency of higher-level play, while still allowing PCs to deal with the dangerous foes typical encountered at those levels. Scrolls, potions, and wands still exist as normal, and can be purchased at normal prices from temples, mage schools, and hedge doctors. Other types of magic items will be found, quested for, or designed and crafted by the PCs. Only Scribe Scroll, Brew Potion, or Craft Wand will be available as item creation feats—other items will require much more involved and role-played creation methods.


With that out of the way, character creation guidelines are as follows:
20 point buy

Races: core, plus aasimar and tiefling.

Good-aligned only (LG, NG, CG). Good-aligned does not have to be a straight jacket, and it doesn’t mean that your characters are perfect and never do anything bad or wrong. Feel free to make your case for LN or TN, but the other four are right out.

Anything from a Paizo source is allowed, except see below. Please no 3pp, as the power level of this game is already going to be high (though I do have a fondness for the Celestial Commander archetype, so if there’s a 3pp archetype you’d really like to try, please make your case).

No psionics, Occult playtest stuff (except kineticists), guns, or eastern-themed classes (samurai, ninja, etc.)

2 traits (3 with a drawback, so long as the chosen drawback makes sense and is something that will actually come up occasionally) or 1 skill-based feat (either Skill Focus, or ones of the feats that gives +2 bonuses to two skills like Alertness or Acrobatic, but not Cosmopolitan).

Background skills
"Elephant in the Room" Feat Tax System

Characters should hail from the Inner Sea region, Varisia, or northern Garund. Most of the events of the game will transpire around those areas, and the PCs should have a stake in what goes on.

Characters should have some connection in their backstory to one or more of the major Golarion gods. That does not mean that the PCs have to divine spell-casters, or even devout followers, but should have strong feelings one way or another about religion.

I will be taking only four characters, and it would be nice if each followed a different mythic path.


Welcome to Falcon's Hollow. Is your life insurance all paid up?


Bolkvar, could we tweak your background so that you have just arrived in Falcon’s Hollow? Perhaps you’ve been exploring this area of Andoran, working your way here, but part of the challenge the PCs have to overcome is their lack of knowledge of the geography, which doesn’t make sense if he’s been there for months exploring the Vale.


With Covid-19 keeping me working from home for at least the next month, I have the time to run a short-lived game, and figuring there are others in the same predicament, might have time to join up a short-lived game. For this game, I've picked an oldie but goody, Hollow's Last Hope, but with a twist: there will be 4 PCs, one each of air, earth, fire, and water kineticist. How this strange party composition came to be can be worked out by the chosen players.

Creation rules:
Paizo materials only, and the closer to core the better; obviously 1e only
Core races only
Single-class of kineticist: elemental ascetic, kinetic chirurgeon, kinetic knight, and overwhelming soul archetypes are fine; other archetypes don't seem that useful at these levels, or else are so different from the base class as to invalidate the experiment
Stats: 2d6+6; two sets, choose better
1st level
Max starting gold
Max HP at first level, then roll
2 traits, 3 with applicable drawback
Baskground skills
Feat Tax System
Backstory: yes, please, but note I tend to be more drawn to sensible backstories
Posting: several times per day most days

I'd like to start the game next Tuesday morning (April 14). If I've forgotten any usual criteria in creation, let me know.


It's the first of May. The spring morning air is crisp and clear, with hints of the recent snow. Everard and Felix's breath comes in small puffs as the exertion from climbing the last rise of Spielberg Pass takes it toll.

But my, the view is worth it!! You can see out over the whole valley from here, although as you take it all in, you realize that it's more of a box canyon than valley. The majority of it is filled with thick growth of oaks, maples, birch, fur, and pine trees. Near the centre of the canyon you see a modest town, walled in stone, and to the north of that, an equally-modest castle surrounded by farmland and orchards. A small lake hugs the mountains to the south. Spielburg Valley looks wild, untamed, and full of adventure.


Discussion thread for the QfG 1 game.


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The Articles of Faith
A Mythic, World-Spanning Campaign
Setting: Golarion, Inner Sea Region
Campaign Overview: A new god emerges from the Starstone Cathedral, and his following will shake the current order. Old alliances will crumble, and new will be forged. Four heroes will explore the very nature of divinity itself and what they learn will change them forever. Different paths led them to join the crowd waiting outside the Starstone Cathedral that morning, but destiny will now bind them together.
This is a home-brew campaign, incorporating original material and modified published modules. The beginning follows an adventure-path-style of play, while things will become more freeform as the PCs increase in level. The gods and their faiths and followings will play a pivotal role in the game, and opportunities will abound, especially at higher levels, for the PCs to effect change on a massive scale. Relics and artefacts play a role, as does hunting for such treasures.
Character Creation:
This will be a mythic campaign. While the PCs will not start as mythic, their ascension will likely occur within the first 100 posts, so characters should be designed with their first mythic tier and path included. I don’t mind optimizing, but dislike cheese. As cheese is a subjective quality, I’m happy to work with players on character design, so as to help find common ground.

Special Houserule to Keep in Mind Before Creation:

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses come from training and experience, and are therefore not magical, and cannot be dispelled or negated.

At every even level, your character will receive a +1 enhancement bonus to an ability score of your choice. You cannot choose to apply this bonus to the same ability score twice in a row. Ability score raises that come every 4 levels are unchanged from core rules, and therefore are not considered enhancement bonuses. This means that a character could raise his Strength at 4th level per the normal rules, and apply a +1 enhancement bonus to Strength at the same level, for example.

Every level (including first) you can choose from one of the following six categories: melee, ranged, armour, shield, spells, and saves. You will get a +1 bonus to that category every time it is chosen. You can choose any one of the six once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) And yes, this starts at 1st level.

The six bonus types work as follows:
Melee (enhancement): +1 to attack and damage with manufactured melee weapons, natural attacks, and unarmed strikes. +1 to CMB checks and to CMD. +1 to attack (but not damage) to melee touch attacks (but not those used as part of a spell). For purposes of bypassing damage reduction, any weapon you wield counts as a magical weapon with a straight bonus equal to your melee bonus – 1 (e.g, when you reach a +4 melee bonus, your melee weapons count as +3 (magical) and silver for purposes of overcoming damage reduction, damaging incorporeal creatures, etc.).

Ranged (enhancement): +1 to attack and damage with manufactured ranged weapons. +1 to attack (but not damage) with splash weapons. +1 to attack (but not damage) to range touch attacks (but not those used as part of a spell). For purpose of bypassing damage reduction, these bonuses work the same as the melee bonuses indicated above.

Armour (enhancement): +1 bonus to AC (regular AC, touch AC, and flat-footed AC). You do not have to wear or use armour to receive this bonus.

Shield (enhancement): +1 bonus to AC (regular AC only, not touch AC or flat-footed AC), but only if you are wielding or wearing a shield (or a special weapon like a klarr which provides a shield bonus). A shield spell doesn’t count. Not all characters will make use of this bonus.

Spells (enhancement): +1 to attack and damage with spells. For spells that target multiple creatures independently (magic missile, scorching ray) the damage bonus applies once per spell to one target of the caster’s choice. For spells that affect multiple creatures simultaneously (fireball) the damage bonus applies to all. The damage bonus only applies to spells which deal hit point damage, not ability damage, or spells which do not deal damage at all. Cure spells used to heal are not affected by this bonus (though the attack bonus would apply if it were required), but cure spells used to harm undead creatures would be affected.

Saves (resistance): +1 bonus to all saving throws

Monstrous foes will not be using these rules, but any NPCs with character classes will be. The effects of these rules are to make magic items much rarer and more special, and removes the gear-dependency of higher-level play, while still allowing PCs to deal with the dangerous foes typical encountered at those levels. Scrolls, potions, and wands still exist as normal, and can be purchased at normal prices from temples, mage schools, and hedge doctors. Other types of magic items will be found, quested for, or designed and crafted by the PCs. Only Scribe Scroll, Brew Potion, or Craft Wand will be available as item creation feats—other items will require much more involved and role-played creation methods.


With that out of the way, character creation guidelines are as follows:

20 point buy

Races: core, plus aasimar and tiefling.

Good-aligned only (LG, NG, CG). Good-aligned does not have to be a straight jacket, and it doesn’t mean that your characters are perfect and never do anything bad or wrong. Feel free to make your case for LN or TN, but the other four are right out.

Anything from a Paizo source is allowed, except see below. Please no 3pp, as the power level of this game is already going to be high (though I do have a fondness for the Celestial Commander archetype, so if there’s a 3pp archetype you’d really like to try, please make your case).

No psionics, Occult playtest stuff, guns, or eastern-themed classes (samurai, ninja, etc.)

2 traits (3 with a drawback, so long as the chosen drawback makes sense and is something that will actually come up occasionally) or 1 skill-based feat (either Skill Focus, or ones of the feats that gives +2 bonuses to two skills like Alertness or Acrobatic, but not Cosmopolitan).

Characters should hail from the Inner Sea region, Varisia, or northern Garund. Most of the events of the game will transpire around those areas, and the PCs should have a stake in what goes on. While there will be outdoor encounters, this game is not well-suited to medium mounted characters on large mounts, like horses.

Characters should have some connection in their backstory to one or more of the major Golarion gods. That does not mean that the PCs have to be divine spell-casters, or even devout followers, but should have strong feelings one way or another about religion.

I will be taking only four characters, and it would be nice if each followed a different mythic path.

Please make use of the 10-minute character background, linked here. Completing this process will give me excellent insight into your style and character concept. I will be selecting characters based on the background material that best fits the story I’m looking to tell (and I will be happy to offer suggestions on said backgrounds and how to better make that fit). If you want to also design and build your character, feel free, but my criteria is interesting backgrounds and different mythic paths, and if that means we end up with 3 fighters, so be it.

Finally, I’m looking for players willing to check the game thread 2 or 3 times a day—not necessarily post 2 or 3 times per day, but check in, and maybe offer a quick response if warranted. Most of the PBP games I’ve been in that died have done so for lack of rhythm and momentum—conversations between two PCs, or one PC and an NPC, that drag on for days because the player only makes one statement a day.

I think that’s all for now. I look forward to reading some interesting character proposals.


With the new clarification on SLAs allowing entry to prestige classes, does the following work:

Agathion-blooded aasimar (grants summon nature's ally ii, a 2nd-level Druid spell, therefore divine) sorcerer (any bloodline) 4, then go mystic theurge X to improve spellcasting as both a sorcerer and oracle without ever taking an oracle level, thereby gaining an oracle's spell power without ever having to select a curse or mystery?


I think I remember reading awhile back about an item or process that one could use to have the ends of a quarter staff shod with different metals, allowing a staff man to bypass certain damage reductions, but all my searching is coming up empty. All I've found is one reference to a magical staff as "iron-shod". Now I'm wondering if I just imagined reading a rule about this somewhere and it's just wishful thinking.

Does this ring any bells for anybody?


Last night, a bright glow was seen in all of the Cathedral’s windows simultaneously. The last time that happened in recorded memory was just before when Iomedae stepped out of the Cathedral and into godhood. So in the early morning light, a crowd begins to build around the bottomless chasm, waiting to see what would happen. Waiting to see history made yet again as, maybe, a new god arose.

It wasn’t any big secret that Hazim Masoumi had entered the Cathedral to take the test, although after two weeks, most folks had simply given up on him. Now, perhaps, the champion of Rahadoum and Iomedae would emerge victorious. Hundreds were already gathering to worship him.

There are many possible reasons why the PCs might be there. They might be initiate clerics of other faiths, sent by their superiors to witness and report the birth of a new god. They might be on the City Watch, tasked with maintaining order and safety. They might be pickpockets and thieves there to prey on a distracted multitude. They might be sages from near or far, drawn by rumours of the ascension. Or they might be random citizens, satisfying their idle curiosity.

Whatever their reason, fate has drawn them close to each other, and to stand nearby to the oldest human any of them has ever seen. Sitting at his arthritic ease in a lowered sedan chair with the Eye of Aroden prominently displayed on its sides, he seems to be almost asleep as he waits patiently in the early dawn hours. Whispers in the crowd around him speak of Albar Tolion, the last human cleric of Aroden, the last living human to ever receive and cast a spell granted by the Dead God, with an equal mix of admiration and ridicule.

As the sun crests over the buildings to the east and the first ray of sunlight strikes the main doors of the Cathedral, the doors open, and a man walks out. He staggers, as if in a daze; his clothes are torn, his face smudged and smeared with blood, his linen head wrap askew and stained with red. The crowd is silent as the man circles the Cathedral to a point opposite the PCs, at the foot of the broken bridge of Aroden; they gasp as the man walks onto the remains of the bridge, and then out into the void. He stops a moment, as if unsure himself, but with each step he takes, stone appears beneath his feet. The man crosses the chasm and steps off the restored bridge onto the outer rim; the crowd backs away in fear and awe, as he raises his arms above his head and proclaims in a loud voice that booms across all of Absalom, “I am Masoumi!”

In that moment, as the sound of that voice reverberates across the crowd, nobody dares stir, until one small, elderly voice nearby cries out, “My god! I can feel you! My lord, Aroden!” and Tolion, who has not cast a divine spell in one hundred and five years, raises his hands and light blossoms in front of him. The light lasts a second before a stunned crowd and a stunned Masoumi, before it falters and fades, and Tolion cries out in anguish, clutching his chest.

A voice from far off proclaims, “Masoumi brings with him the restoration of the New Age!” and the mobs resurge around the new god, already forgetting the old. But Albar Tolion, his faced mixed with equal portions of age, grief, and hope, reaches out his hands towards you, with one final request on his lips.

Garim:

For the first time in a week, Garim feels no sense of the malevolent entity that has haunted his every minute. Unfortunately, he has no clue what has caused this suppression, only that, for at least the moment, he is currently free. Something about the old man's face is compelling to him...

Laya:
As usual, when out in a crowd, Laya's view of things is obstructed. The tall people just always seem to get in the way, and even the nicest of them never really clue in just how boorishly they hog the space around them.

For once, however, it seems to work in her favour. With the mob's attentions once more on the newly-risen god at the chasm edge, she can see an easy path among (and between) the forest of legs towards the man slumped partially out of his sedan chair, dangerously close to falling to the cobbles. It's almost as if fate has made a way for her...


Ofelio:

While Lanaux's eyes remain glued to Masoumi, Ofelio's gaze falls on the old man, slumped over in his sedan chair, dangerously close to falling to the cobbles. The old priest reaches out blindly, and his lips move in whispered speech...

Zuran:

Zuran stands aloof of the mob, though still amongst it, watching the new god. Masoumi represents everything strong and noble (such as there is) in the human race. Even though the man-god is clearly a little freaked out by the changes in himself, his every step brings more imperious confidence. By the end of his walk across the ruined Bridge of Aroden (ruined no longer), he is the clear master of all in the square.

But while Masoumi radiates imperious strength, the frail old man near his feet radiates a different kind of strength. While Zuran can't put his finger on it, it has its own attractions...


Hi guys,

Now that we are four (+ me), I've set up a discussion group (obviosuly), for all the reasons people have discussion groups with PBP games.

Please feel free to get to know each other and get a feel for each others' playstyles, and I don't mind if you would like to collude on character creation. Fate and destiny have decreed that your four characters are the ones to face this threat and save the world...it probably would make sense that the fates would choose a party that complements itself well.

Here are character creation guidelines:

20 point buy
2 traits (standard trait rules) or 1 skill-based feat (either Skill Focus, or ones of the feats that gives +2 bonuses to two skills like Alertness or Acrobatic, but not Cosmopolitan)
I'm leaning strongly to good-aligned only, but I could be swayed by a good-ish LN or TN. I want there to be moral choices made at times, and I want them to hurt!!!!
Standard-ish races
Western flavour only (and no guns, so not that western)
In other words, no ninjas, samurai, Tian Xia immigrants, or gunslingers. Most of this nastiness is going down in the Inner Sea region, and it would help immersion if the characters all had something to lose if things go south.
Fun class combinations are okay, but please don't try to break the game with the most uber-powerful setup you can.
Yes to hero points.

And here's the biggie...I've been playing in a game that uses this approach and so far I'm liking it. Since it makes magic items truly special and unique, and part of the this game is a relic hunt for ancient artefacts and items, I really want that flavour.

I am eliminating some of the more basic magic items. (Weapons, armor, shield, cloaks of resistance, stat boosting items). Instead you will get bonuses every level to compensate for not getting these items. This will require a spot on your character sheet keeping a log of what you chose and when. The bonuses are from training and experience and not magical.

Every level you can choose from one of the following five categories (Melee, Ranged, Armor, Shield, Saves). You will get a +1 bonus to that category everytime it is chosen. You can choose any one of the five once every block of 4 levels (1-4, 5-8, 9-12, 13-16, 17-20). So you cannot choose +1 to saves at 3rd and 4th level, but can choose them 4th and 5th level.) And yes this starts at 1st level

Every even level your character will receive an extra +1 to a stat over the normal rules. That means at 2nd you get to raise a stat +1, 4th a +2, 6th a +1, 8th a +2, etc) You cannot choose to raise the same stat twice in a row.

Weapons The bonus is an enchantment bonus but does not make your weapon magical. For that you need to find an item with a magical power on it (like flaming or keen) or cast a spell like magic weapon. It makes having these weapons useful for overcoming DR and having less chance to break. Masterwork weapons still give a +1 to hit if you haven’t chosen the weapon bonus and also has 1 additional point of hardness. (The extra point of hardness should be added to magic items).

Armour/Shields The bonus is an enchantment bonus but does not make your armour/shield magical. For that you need to find an item with a magical power on it (like fortification or slick) or cast a spell like magic vestment. Finding magical armour makes the armor harder to destroy. Masterwork armor reduces armour check penalty by 1 (This includes magical armor). You can put points in armour, even if you don't wear armour, but you can't put points in shields unless you use something that gives you an actual shield bonus (like a shield or klarr, but not the shield spell.

Saves The bonus is a resistance bonus.

Ability Boost All boosts to a skill are considered enhancement bonuses and are from experience and training. For this game, enhancement bonuses stack up to a total of +6 maximum. So you could have boosted your strength up +2 and cast bull's strength for another +4 for a total of +6. But if you boost your strength up another point for +3, bull strength still only boosts to +6. Normal means of getting inherent bonuses will still work.

When you do encounter actually magical weapons or armour, the price of the weapon or armour for sale will be figured out as normal for the item like it had a +1 bonus on it. A Sword of Flaming will be priced as a +2 weapon

Monstrous foes will not be using these rules, but any NPCs with character classes will be.

That about covers it for now. Feel free to bombard me with any other questions you may have.


Given that Flurry of Maneuvers in the Maneuver Master archetype replaces Flurry of Blows, can a Maneuver Master take Two-Weapon Fighting normally to get two attacks, and still be able to make his free extra maneuver as per Flurry of Blows, possibly getting three trip attacks or disarms attempts in one round?


Title says it all. When my Maneuver Master monk picks up Greater Bullrush to go with Improved Ki Throw, she'd love to be able to trip an opponent, then play shuffleboard with it past all her martial allies, giving them AoOs against a prone target. Nothing in the prone condition gives immunity to bullrushing, but I'm having trouble with the visual. In my mind, bullrushing is knocking a person off balance so they back up a few (or more) steps, not the above-mentioned shuffleboard metaphor. Maybe 1d4 points of dungeon-burn damage?

For that matter, being prone inflicts a -4 penalty to AC versus melee attacks. A lot of penalties to AC also apply to CMD.


PRD wrote:

Shield Master (Combat)

Your mastery of the shield allows you to fight with it without hindrance.
Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.

(emphasis mine)

So the bashing enchantment is an armour enchantment while merciful is a weapon enchantment. Normally, shields can be enchanted separately as both weapon and armour, so I could have a shield enchanted as a +1 merciful weapon, and a +1 bashing shield, which would allow me to use it as a once enchanted weapon that did the damage of a shield two size categories larger and add the +1d6 of damage from merciful (all non-lethal). I get all that.

But then enter the above feat, that lets me use my shield's defensive enchantment as offense. Great way to save money at the upper levels if I want +5 for both offense and defense, but now what do I have to do if I still want merciful and bashing? Can I pretend that merciful is an armour enchantment, giving me a +5 merciful bashing ghost touch shield for 100,000 gp (equivalent +10 shield)? That seems like cheating since weapon enchantments are more costly than armour ones. Do I have to get a +5 bashing ghost touch shield (equivalent +9 shield) and a +1 merciful weapon enchantment (equivalent +2 weapon)? Semi-related question: if I get ghost touch (the armour enchantment) on my shield, does shield master let me bash incorporeal things with it as well? What about pre-Shield Master feat?

Obviously, the same question could apply to flaming, shocking, or any of the other weapon enchantments that aren't normally shield enchantments. If I put the dancing ability (armour) on it, can it make shield bashes for me like a dancing weapon makes attacks for me (pre or post Shield Master feat)?


So my villain, under the effects of an invisibility spell, was forced due to irrelevant circumstances to attempt an overrun against one of the PCs. Obviously, the invisibility was ended by the overrun attempt, but then the question came up whether the PC should get an AoO against the villain.

Not being able to come up with a rule showing why he wouldn't, I allowed the attack, but was wondering if it had been stated anywhere if the invisibility would prevent an attack of opportunity. I know full concealment negates attacks of opportunity, but at what point does the concealment end in this situation - before or after the attack of opportunity would be provoked?


Discussion thread for MSI Rookie Squad Two


Discussion thread for MSI Rookie Squad One


It may have been on a lamp post, the door of a public outhouse, a tavern's bulletin board, or a passing rumour in a far off land. The Magnimar City Watch is creating a new investigative unit, dedicated to those crimes and mysteries beyond the scope of the standard City Watchman. Adventurers on retainer by the City Watch and the Lord-Mayor. Guaranteed income of 5 gold coins a week plus living expenses! Interviews begin at 9 am sharp on Oathday, the 2nd of Rova, 4710 AR at the Pediment Building in Magnimar. See Captain Ilar Percival.

So bright and early on that morning, you arrive. The Pediment Building has all the appearances of being invaded given the amount of armour and steel shown.
Captain Percival is an older gentleman, his uniform is crisp and clean, with the bright links of his chain shirt peeking out from underneath. His office is sparse and plain, a soldier's office, with simple if comfortable furniture. He quickly sizes each of you up in turn with his steely blue eyes peering from beneath bushy grey eyebrows. He asks you about your pasts, your abilities, what you think you would add to the team. Once you've talked about yourselves for awhile, he thanks you for coming, takes down your contact information, and brings in the next candidate. You head back to wherever you are staying with promises that you'll be contacted, if accepted, tomorrow morning at 7.

You wait out the evening and bright and early, as promised and hoped for, a City Watchman shows up at your residence with an invitation back to the Pediment building. You got the job!

45 minutes later, you find yourselves sitting in a small waiting area with five other individuals, the other successful applicants. An officer tells you that Captain Percival has been delayed, and he'll be with you shortly.

Feel free to get things started. Please try to only post with your character's alias. A discussion thread has also been created: post in whatever character you want there, though it's often easier to know who is talking if you use your character's alias, as we tend to start identifying each other by that profile.


It may have been on a lamp post, the door of a public outhouse, a tavern's bulletin board, or a passing rumour in a far off land. The Magnimar City Watch is creating a new investigative unit, dedicated to those crimes and mysteries beyond the scope of the standard City Watchman. Adventurers on retainer by the City Watch and the Lord-Mayor. Guaranteed income of 5 gold coins a week plus living expenses! Interviews begin at 9 am sharp on Oathday, the 2nd of Rova, 4710 AR at the Pediment Building in Magnimar. See Captain Ilar Percival.

So bright and early on that morning, you arrive. The Pediment Building has all the appearances of being invaded given the amount of armour and steel shown.
Captain Percival is an older gentleman, his uniform is crisp and clean, with the bright links of his chain shirt peeking out from underneath. His office is sparse and plain, a soldier's office, with simple if comfortable furniture. He quickly sizes each of you up in turn with his steely blue eyes peering from beneath bushy grey eyebrows. He asks you about your pasts, your abilities, what you think you would add to the team. Once you've talked about yourselves for awhile, he thanks you for coming, takes down your contact information, and brings in the next candidate. You head back to wherever you are staying with promises that you'll be contacted, if accepted, tomorrow morning at 7.

You wait out the evening and bright and early, as promised and hoped for, a City Watchman shows up at your residence with an invitation back to the Pediment building. You got the job!

45 minutes later, you find yourselves sitting in a small waiting area with five other individuals, the other successful applicants. An officer tells you that Captain Percival has been delayed, and he'll be with you shortly.

Feel free to get things started. Please try to only post with your character's alias. A discussion thread has also been created: post in whatever character you want there, though it's often easier to know who is talking if you use your character's alias, as we tend to start identifying each other by that profile.


1 person marked this as a favorite.

Given how hard it can be for people new to the PBP scene to find and get into a game on these boards, this game is for you. I'm interested in folks that either haven't tried a PBP game yet, or only managed to get into one that didn't last very long. I have another version of this game on these boards (no peeking!) that's at 1700+ posts and still going strong.

Please post character concepts here, with a fair amount if not complete crunch. Captain Percival is looking to put together a well-rounded and complete team, with all the bases covered. Once you've submitted a character, the selection process OOC will follow pretty much the same lines as what your characters would go through IC: I'll pose several questions in-character designed to help you and me get a good feel for who your character is, and looking for in-character responses.

Spoiler:
Campaign Background

The City Watch of Magnimar created a new investigation unit, dedicated to investigating crimes of a supernatural or unusual origin. Captain Ilar Percival, the man in charge of the MSI (Magnimar Special Investigations) Unit, selected the PCs from a pool of thirty applicants to be the flagship, prototype unit.

The pace of the game will reflect that of the typical serial police drama on television, with each “adventure” being a case. Combat will play a role, though often your goal will be to apprehend the target, rather than kill IT, and a lot of your opponents will be members of PC races and classes – there will be very little monster hunting. Use of social and knowledge skills will be play a large role. Please see below for a list of skills in their (estimated) expected order of usefulness and importance.

Some of the time, the PCs will complete the current adventure before another one starts. Other times, multiple adventures may be going simultaneously, and these adventures may or may not be connected. This is done to try to reflect the real world reality that police detectives don’t have their cases handed to them one at a time like on TV (unless, of course, their high workload is a plot device). Also, players cannot assume that all cases will be completely or even successfully solved, at least not right away. The bad guys won’t just sit around waiting to be caught. If it looks like they’ve gotten away with it, some may skip town, or lay low for awhile. Some cases will be solved, but hint at further conspiracies down the road.

Character Creation

As almost all of the campaign will take place within the city itself, nature-based classes will be at so serious a disadvantage, that they would likely have not been hired in the first place. Alchemists, bards, clerics, inquisitors, fighters, monks, oracles, paladins, urban rangers, rogues, sorcerers, summoners, and wizards are all good choices. No firearms or eastern-flavoured classes (other than monks, and with them I usually prefer some sort of alternate explanations on the unusual fighting styles, etc.) please. All PC races are good choices and are allowed, as are aasimars, tieflings, changelings, and fetchlings. Characters cannot be evil-aligned, and must have a reasonable motivation to want to work well for the MSI Unit and the good of the city of Magnimar.

Creation guidelines are as follows: 20-point buy, standard starting wealth, max starting hit points, and either two traits (not from the same list) or a bonus feat (any feat that grants bonuses to skills, like Skill Focus, or Persuasive).

Prestige Points
Throughout the campaign, we will keep track of how well (and favourably) the PCs are known in the various areas of Magnimar. I have divided the city into 8 communities, and you will get a prestige score for each area. At character creation, you start with zeros in all communities; you may alter that balance by two however you wish (one -2 or two -1s for two +1s or one +2). These changes should be reflected in your characters’ back stories. Prestige points will be given and taken away throughout the campaign, and will not necessarily be the same for all PCs. A PC’s prestige score in a community is applied as a modifier to all Diplomacy, Sense Motive, and Knowledge (Local) rolls made within that community.
Having a prestige score of 10 or above means the character is usually recognized by the citizens of that community, and their starting attitude is automatically one degree higher than normal. A score of -10 or less also means the character is usually recognized by the locals, just in a negative way and their starting attitude automatically starts one degree lower than normal. The character also suffers a -2 penalty to Disguise checks made against the locals, whether their score is positive or negative. Scores of 20 and -20 guarantee recognition and locals are automatically considered helpful or hostile, as appropriate. The character also suffers a -5 penalty to Disguise checks made against the locals.

Districts of Magnimar
Since the entire “world” of this campaign is in one city, I have divided it into separate communities, combining them into the following eight groups:

A: Alabaster and Marble Districts
B: Naos, Irespan, and Bridgeward
C: The Capital District, Grand Arch, and Vista
D: The Bazaar of Sails, Dockway, Beacon’s Point
E: Lowcleft and Keystone
F: Rag’s End and The Marches
G: Silver Shore, Kyver’s Islet, and Ordelia
H: Underbridge

Urban Rangers select two favoured communities at third level. Whenever one of these communities’ bonuses would be increased, the other increases also.

Skills in Probable Order of Importance

Keep in mind, this list is just a guess (although I know those first 5 are right).

Perception
Diplomacy
Knowledge (Local)
Sense Motive
Intimidate
Survival
Heal
Bluff
Disable Device
Linguistics
Disguise
Stealth
Acrobatics
Climb
Knowledge (Nobility)
Profession
Craft
Appraise
Spellcraft
Knowledge (Arcana)
Knowledge (Religion)
Knowledge (Engineering)
Knowledge (Planes)
Knowledge (History)
Sleight of Hand
Use Magic Device
Escape Artist
Perform
Ride
Fly
Handle Animal
Swim
Knowledge (Dungeoneering)
Knowledge (Geography)
Knowledge (Nature)

In addition to covering key skills, there are several key roles Captain Percival selected the party to cover. They include: arcane knowledge, divine knowledge, somebody to question suspects, somebody to examine crime scenes, somebody to examine bodies, somebody to be the muscle, and other roles typically found within the serial police drama trope gone high fantasy. Forensic investigation techniques are unknown; expect things to be more Sherlock Holmes style, rather than NCIS style. Of course, one PC may be able to cover more than one of these roles.


Could I get some confirmation that I haven't been completely out to lunch for the past decade, and that you are in fact allowed to draw a weapon and take a 5-foot step in the same round? As in, doing a move action that doesn't involve movement doesn't prohibit the five-foot step?

Marathon Voter Season 6, Dedicated Voter Season 7, Marathon Voter Season 8, Dedicated Voter Season 9

So looking through the Critique thread, and all the responses Neil is churning out, I am starting to see some common trends with rejections that I didn't remember noticing as much in looking through previous years' critique threads. Maybe some other people can notice more.

Before I start, I'm not talking about SIAC, SAK, or "this has already been done" items, but some of the design space choices people (myself included) are making that aren't being well-received by the judges. Also, I'm purposely avoiding mentioning any specific items (save my own), so if these seem a little vague, that's why. Please nobody make this a tear apart somebody else's item thread.

Action Economy: Anything that messes with action economy is getting hosed. Doing stuff that should be a standard action, but making it a swift or free hasn't gotten good responses. One thing I'm not sure on is whether something like a defensive item which allows an immediate action reaction to an incoming whatever falls into the same category.

Money Sinks: There are lots of items in the critique thread, some of them quite expensive, that state outright that certain conditions can cause the character to lose this item, either by the user sacrificing the item to get some effect, overuse the item so it goes nova, or its intended use makes it quite likely that an enemy will be able to either steal or destroy the item. Maybe it's just my play-style, but my 12th level fighter still has a cure moderate potion in his pack from 4th level because I can't bring myself to use it, just in case I'm going to end up needing it more later. The idea of spending thousands of gold on an item that's just going to end up getting ruined by the bad guy, or a single-use consumable costing thousands...well, like I said, maybe it's just me. Elixir of fire breath is as far as I'm willing to go in terms of an expensive consumable.

Takes a Slot But Doesn't: This is kind of a variation of the "Makes you Blind but Not Bling" Auto-reject line, but there are a few items that take a slot, but only when you want to do a specific task, and then you just remove them in favour of a different item of the same slot when the task is done.

Doesn't Take a Slot, But Does: The opposite of the last group. Not wanting to point out any actual items, so I'll make up a riduclous example of my Carrot of Vorpal Bunny Deterring, a special carrot, when, held in your hand, automatically deflects the throat lunge of any attacking vorpal bunnies. Very useful against the critters, but I have to go around carrying this carrot on the off chance that I'll run into one, instead of, for example, a shield or second weapon.

Completely Nullify an Entire Threat: These items completely (or almost completely) negate an entire __________, so that this item is great if you're going to be facing lots of ____________s, and otherwise a waste of pack space. Plus, completely negating entire __________s is just another way of making adventuring safe, which seems to irk Ryan no end.

Again, these are just my observations as more and more items get posted. If anybody else sees some design space choices that aren't going over well with the judges, please add them to the list.


2 people marked this as a favorite.

Being rather active in PbP games here on the boards, and running two myself for which I want to create aliases/avatars for major NPCs, I'm beginning to accumulate a lot of aliases of my own - some for inactive PCs, some active, and some NPCs. Would it be possible to have the ability to sort the aliases into categories? The pie in the sky would be the ability to attach categories to the appropriate campaigns, meaning that when posting in a PbP thread, only the aliases in that category would appear in the drop down list.

It's Christmas, so I can at least ask, right?


I have the following situation...

The PCs know that their enemy is using invisibility, and know that their enemy eventually has to come to them. The party witch is spamming detect magic at the only entrance to the room, concentrating for the full duration. My question is do you have to concentrate on the specific magical aura for three rounds to get all the information, or if you're already concentrating on an area, are you suddenly going to go from "no magic present" to "faint illusion aura present" instantly, or go through "magic present" first as soon as the guy steps into the room?


I'm curious to see what combinations of spells and meta-magic people have come up with which most benefit from the Magical Lineage trait. For my current controller wizard (for a PbP game, so I know the advancement will be slow and therefore a low-level solution gives me the most immediate returns), I've chosen grease so I can make it Persistent for only a second level spell, but I know there have to be better options available.

Thoughts?


So I'm a maneuver master specializing in Ki throw. My wizard buddy hits me with enlarge person, so now I'm ten feet tall with a ten foot reach, and can throw my foe into any square I threaten. Well, since I can threaten the "squares" ten feet above me, I'll just toss the guy into one of those and let him enjoy the twenty foot drop for 2d6 falling damage.

Anybody seeing any violations with this trick? Seems cheesy as all get out, but maybe legal?


2 people marked this as FAQ candidate.
Ultimate Combat wrote:
Flurry of Maneuvers (Ex): At 1st level, as part of a full-attack action, a maneuver master can make one additional combat maneuver, regardless of whether the maneuver normally replaces a melee attack or requires a standard action. The maneuver master uses his monk level in place of his base attack bonus to determine his CMB for the bonus maneuvers, though all combat maneuver checks suffer a –2 penalty when using a flurry. At 8th level, a maneuver master may attempt a second additional combat maneuver, with an additional –3 penalty on combat maneuver checks. At 15th level, a maneuver master may attempt a third additional combat maneuver, with an additional –7 penalty on combat maneuver checks. This ability replaces flurry of blows.

So is this to intend that only the extra maneuvers can be ones that normally require a standard action, as opposed to an attack action?

For example, I can make a maneuver master who can do trip/trip or disarm/grapple (get those pesky light weapons out of their hand first) but can't do grapple/grapple (for the extra damage or a pin).

At 15th level, now I can do one attack action and three standard action maneuvers, but it's too much to do a standard action maneuver first? And am I required to do my attack action maneuver first (so, disarm/grapple instead of grapple then disarm)? Perhaps the specific language is to prevent first-level characters from grappling and pinning an opponent in one round, but is that really so bad? I suppose you give him a few lengths of rope and he hops about the battlefield cattle-rustling and hog-tying the low-level mooks once per two rounds. Again, is this so bad?


What would such a cult look like? I don't buy that the neutral evil clerics of Pharasma can go against their goddess and embrace undeath, and actively taking on the death side of Pharasma's portfolio by killing random folks treads on the toes of other deities. A band of kidnapping mid-wives, perhaps?

Forgive me if this is covered in the recent Pharasma article, but I don't own the Carrion Crown adventure path to read it and there's nothing on the wiki about what evil clerics of Pharasma would be like.


It may have been on a lamp post, the door of a public outhouse, a tavern's bulletin board, or a passing rumour in a far off land. The Magnimar City Watch is creating a new investigative unit, dedicated to those crimes and mysteries beyond the scope of the standard City Watchman. Adventurers on retainer by the City Watch and the Lord-Mayor. Guaranteed income of 5 gold coins a week plus living expenses! Interviews begin at 9 am sharp on Oathday, the 2nd of Rova, 4710 AR at the Pediment Building in Magnimar. See Captain Ilar Percival.

So bright and early on that morning, you arrive. The Pediment Building has all the appearances of being invaded given the amount of armour and steel shown.
Captain Percival is an older gentleman, his uniform is crisp and clean, with the bright links of his chain shirt peeking out from underneath. His office is sparse and plain, a soldier's office, with simple if comfortable furniture. He quickly sizes each of you up in turn with his steely blue eyes peering from beneath bushy grey eyebrows. He asks you about your pasts, your abilities, what you think you would add to the team. Once you've talked about yourselves for awhile, he thanks you for coming, takes down your contact information, and brings in the next candidate. You head back to wherever you are staying with promises that you'll be contacted, if accepted, tomorrow morning at 7.

You wait out the evening and bright and early, as promised and hoped for, a City Watchman shows up at your residence with an invitation back to the Pediment building. You got the job!

45 minutes later, you find yourselves sitting in a small waiting area with five other individuals, the other successful applicants. An officer tells you that Captain Percival has been delayed, and he'll be with you shortly.


Hello players. This is the discussion thread for the Magnimar Special Investigations campaign.

Once I get confirmation from people that they're on board to play this game, I'll be sending permissions to view the campaign google site. This is where we'll keep track of things that happen to the party, and the clues you've uncovered in various cases you'll be on.

In the library, there is a handout called Player Notes. I apologize, it's a bit of a wall of text, filled with background, character creation guidelines, and some new mechanics I'm trying out for this game.

The character creation stuff is buried in that document, so I'll repost here.

20-point buy, max starting hit points, standard rolled starting gold, and either two traits or one of those feats that give bonuses to skills, like Skill Focus or one of the ones that give bonuses to two skills like Persuasive or Athletic.

The main thing to think about with character creation is that, since the party has been selected from a pool, we can discuss character ideas as a group to find a well-balanced group of characters. This campaign is entirely urban, so nature and mounted characters aren't good fits. Welcome all.

P.S., when you do log in to the web site, please add your information under the Contact Numbers tab.


One of the main things that attracted me to Pathfinder and Paizo in general (and I can't be alone on this), is the incredible level of customer support and interaction you folks have with us, your loyal customers. It's quite a heady experience to have Sean K Reynolds and Neil Spicer threatening to rough you up in a dark alleyway and take your wallet!

My question is, given how often you folks are on these messageboards, do you ever find yourselves scrolling down to the near bottom of the screen and check out what some of us are doing with Paizo Adventure Paths or homebrew Golarion games in the play-by-post section?


Hello all,

My group of intrepid colonists and I are looking for one or two brave additions to our group. The premise is that you are part of a joint Taldor-Pathfinder-House Avenstar (Absalom) endeavor to establish a viable and lasting colony in Arcadia. The ships have arrived and the colonists encountered trouble from a powerful magical field being created by an ancient artifact. The party has just deactivated the field, making it safe for colonists to finally land.

Any interested persons are welcome to submit concepts for characters. Basic guidelines are as follows:
Non-evil (preferably good)
25 point buy
Base races plus tiefling or aasimar
APG material welcome

At the moment, the party is looking for a divine caster. The campaign is very wilderness-oriented, and with very few dungeons, mounted characters are quite viable.

Our group will be deciding together on submissions, and we would like 1 or 2. We need a divine person, but some other great concept may convince us to enlarge our party somewhat.

Links to campaign so far:
Game thread
OOC Thread

The current party make-up is: a half-elven ranger/sorcerer, a halfling draconic sorcerer, a halfling bard (GMNPC), and a human (Ulfen) barbarian.


1 person marked this as FAQ candidate.

* = wall
x, y = baddies
W = withdrawing baddie
M = me

Here's the layout:

* * * *
x W *
y M *

W performs a withdraw action to move straight left, through x's square.

Withdrawing means I don't get a whack at him for leaving his original square, but does the soft cover from x prevent me getting a whack at him there?


Of course, doing a bit more digging in that table suggests that a person could create a command word item, like an amulet or cloak of greater invisibility, that worked 5 times per day for 7 rounds each for a cost of just over 50k. Given that one is unlikely to need greater invisibility much more often than that, it should be an okay option.

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