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Kobold

Kobold Cleaver's page

Pathfinder Society Member. 8,064 posts (14,054 including aliases). 4 reviews. 2 lists. No wishlists. 1 Pathfinder Society character. 77 aliases.


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Well, it is..

As they say, trollolol! ;P
EDIT: Fixed the link.


The group consists of five normal 2nd-level characters, a combat-trained mule and two 1st-level half-orc Warriors (the latter three are obviously NPCs).
I know APL gets a bit silly when you add lower-leveled people to the group. So how do I proceed? Around what is a sensible encounter for them?


Okay, so I've managed to get a gaming group together. We're planning things through Skype. I rolled abilities for three of the players--none of them are experienced with the game--and the fourth rolled himself. He then claimed to have gotten:
18, 18, 17, 16, 14, 15
I private messaged him and told him that I didn't believe those rolls were legitimate. I apologized, but asked that he reroll (this time rolling 2d6+6, to 'sweeten the deal').
He insisted the rolls were fine, but agreed to reroll. He came out with some more believable rolls--or at least more acceptable ones.
There are two reasons I demanded the reroll.

  • I did not believe the rolls were kosher. This one's obvious.
  • The rolls would let the character outshine everyone else.

    The guy seems okay with it, and I always have players roll their dice on the table during sessions, so it probably won't be a problem in the future. I want to know--was I in the wrong? Did I jump to conclusions? Was there a better way to handle it?


  • Okay, so this is a new game I'm running through Skype. I was doing a solo session for one of the players, who is new to the game. He's playing a Chaotic Good dwarf rogue with mercenary tendencies.

    He's escorting a merchant through a dangerous forest. On the way there, a zombie attacks him. He manages to best the creature, though he's injured. The merchant gives him a healing potion, being a nice chap, and they move on.

    When they leave the forest, they see a couple of guards patrolling the town. The dwarf tells them he was attacked by five zombies, and that they should be patrolling the woods to protect travelers. The guards politely inform him that they are not going to do so, because it's dangerous, their job is to protect the town and hardly anybody even travels through the place. The rogue claims there was another traveler behind his group, but they still refuse.

    The merchant scolds the rogue, and he realizes he was in the wrong. He doesn't apologize, and instead demands extra payment (besides the potion, which wasn't in the agreement). The merchant humors him, and gives him a little bit in addition.

    So far, I'm finding this all a bit questionable, but justifiable. But now the dwarf enters the tavern.

    The barkeep is a goblin. The rogue hates goblins, apparently (not really a stretch, but I didn't know it when I designed the place). He acts rude, gets a drink, then sees a dwarf in the corner and moves to sit with him.

    They talk, and the other dwarf reveals himself to be a magic-user. A necromancer, in fact. The rogue quietly accuses him of attempted murder, and demands a bribe to keep quiet--knowing the path is often harassed by undead. The necromancer refuses, and laughs at the accusation that he created the undead.

    The rogue draws a crossbow, subtly. The barkeep sees, and orders the rogue to put the weapon away. The necromancer starts to pull something out (a symbol of Wee Jas), and the rogue opens fire.

    The rogue repeatedly ignores orders to back down. The barkeep and necromancer are both trying to talk (the necromancer is evil, but prefers to avoid causing trouble). The necromancer is explaining that he's a member of an order seeking to stop the undead.

    The player asks "when can I fire again?"

    I inform him resignedly that the others are still trying to talk, and that he can move again if he wants.

    He fires again. I warn him that the barkeep will get an AoO on him, but he shoots anyways. He is knocked unconscious.

    Later, he wakes up at 1 hp in a room at the inn. The barkeep is there, and the rogue is informed that, since it was all a misunderstanding, the rogue will be given a free pass. I'm trying to preserve the adventure hook I have planned later on.

    The barkeep explains that the undead are created by an evil crypt, not any necromancer. The rogue tells the barkeep to sleep with one eye open.

    The rogue is banned from the tavern. I'm starting to regret not just having him arrested--I could've worked in the adventure in as some sort of community service. Maybe I'll set it up somehow.

    My question: I am planning on changing the dwarf's alignment to Chaotic Neutral. Is that too hasty? He is really not looking good right now--threatening to kill a goblin for keeping the peace, trying to murder someone in cold blood with little evidence for their guilt, trying to send several guards into a dangerous forest basically out of spite. How should I handle this?


    So I finally found a gaming group. The problem is that only one of the four players has any experience with Pathfinder. The one that does play immediately asked if he could play a drow, which I'll admit made this drow-hater a bit nervous. ^-^

    So I'm looking for advice. First, I want to encourage them to have backstories. Using the Fast XP Progression Rate, is a +100 xp bonus for backstory too generous?

    Second, I'm trying to decide how to handle character creation. I want to allow the four 'Bestial' races (goblin, orc, kobold, hobgoblin), and I want to give the players lots of options class-wise, but I'm worried about intimidating them with too much information.

    My plan is to ask the newbies what they want to play, and then design the characters for them. But it seems important that they know how many options they have, and they obviously can't ask to be of a particular race unless they know what races exist.

    I'm thinking just provide a list of core classes, with a very basic bit of info next to each one, and tell them there are several other options if they're interested.

    Is this all a mistake? Should I just ask them what they want to play, without showing them the classes? Should I avoid bringing monstrous races up entirely?

    Third, we're probably going to be playing at our local library. Only trouble is, the room we'll likely be playing in isn't very out of the way, and the door has to remain open. I know games can get a bit noisy--any advice? Should I ask if we can game at someone's house? I don't want to guilt folk, or request too much of them. I only know them through a fairly close-knit writing group.

    Fourth, the sessions I've played in usually take 3-4 hours. Again, I don't want to ask too much of folk. One of them said she plays Warhammer, and there's still the drow player, but that leaves two who might be warded off by long session times. Any advice for running shorter sessions, should it come down to it?

    Fifth, what sort of adventure should I start with? Simple hack-n-slash? Roleplaying? Sandbox? I'll probably ask them when I start planning things, actually.

    I have a fair bit of setting planned out, enough to start with, and this game could go a lot of ways. We may not even end up playing Pathfinder! So we'll see. :)

    Thanks for reading.


    I'm sure somebody already made this point elsewhere. Probably many times.
    But are we done accusing PFO of being a 'WoW clone' yet?
    It's clearly going to be extremely different. No matter what happens next. No matter if it's rated G. An evil army called the Horde could be inserted, a race of panda folk could be introduced and the game could change its name to World of Pathcraft, and it would still be completely different from WoW.

    If we aren't done yet, can we come up with a different term for it? Like just plain honest "imitating Blizzard"? That's a nice, less extreme way to complain about the issue. It might even be seen as a semi-valid point. But the only way for PFO to be a 'clone' would be for Goblin Works to reverse nearly every decision it's made so far and start from scratch. Who wants to ask Ryan Dancey to do that? I bet he definitely wouldn't mind at all.

    Hopefully I'm not arguing a point that's already been won, but at least this isn't another thread about realism! ;P


    So it seems like phase spiders would really benefit from exchanging Skill Focus (Stealth) for Vital Strike--they don't need to sneak very much, they get one attack per round, and they get 2d6 bite damage.
    Seems pretty nice to me. Suddenly you have phase spiders dealing 4d6+7 damage, plus poison and grab. You've basically increased their average damage output by half.
    Now, I'm going to be pitting four phase spiders against four 9th-level PCs. That should be an encounter exactly suited to their level. The PCs are pretty powerful--good abilities, some nice magic items, and the cleric/fighter controls two owlbear zombies--but phase spiders are clearly pretty nasty.
    So my question is simple: should I give the phase spiders Vital Strike, or will that make them too unpleasant? Or does the Stealth bonus serve some purpose I don't see?

    The PCs, If Needed:
  • A gnoll fighter/cleric of Gorum (negative channeling). Probably the weakest in the group, given the multiclass and wasted monstrous humanoid HD. She also has the worst abilities, with a 13 Wisdom, a 15 Charisma and a 15 Strength. She does, however, have two nasty half-fiend owlbear zombies.
  • A tiefling sorcerer. Pretty average. Has a myna bird familiar from KQ, which she loves to use to get two spells off in one round.
  • A kobold druid. Uses some improved kobold stats to avoid being utterly useless. Has a giant frog animal companion. Tends to be the main healer.
  • A human barbarian. Wields a gnome-hooked hammer, and loves to score criticals with it.

  • So let's say you have a longspear. You brace it against a charge.
    A goblin charges you. You get the readied action, dealing double damage thanks to the Brace quality. He survives the readied attack and keeps moving.
    Question: Do you get an AoO from reach in addition to the readied action? And do you double the damage for it as well?


    1 person marked this as FAQ candidate.
    The PFSRD wrote:
    Being swallowed causes a creature to take damage each round. The amount and type of damage varies and is given in the creature’s Statistics.

    Say I have a giant frog animal companion.

    What damage does his swallow whole deal?
    Or say I'm creating my own monster.
    How do I work out the damage? What guideline should I use?
    Say I'm creating a gargantuan monster that has an animal companion counterpart (like the roc), and said monster is able to swallow whole. Do I just have the 7th-druid-level animal companion deal 5d6 damage?

    This seems a bit vague. Am I missing something?


    After some 'discussion' (mostly me talking to myself), I decided I wanted to try making a My Little Pony RPG based on Pathfinder. A few versions already exist, but they all seem to be based on Open d6 or Unknown Armies or 4E.

    This is a work in progress, and needs feedback badly. I'm not anything like an expert at game design, and I have no doubt that changes will need to be made.

    With that disclaimer made, I'll post some of what I've got.

    Magic System Explanation:
    Basically, I've exchanged the ordinary spell system for a feat system. You can take 'Minor Spell' and learn one 1st-level spell. Earth ponies also get a small selection of 1st-level 'spells', which are subtle and not obviously magic. Pegasi who have taken the Weather Druid prestige class get access to the Storm Spell feats, and bards get 'tricks' (for instance, Detect Scrying, renamed to 'Break Fourth Wall').
    I also introduced MSP:
    Magic Stamina Points: A pony's Magic Stamina is equal to her favored mental ability modifier (chosen by the pony at first level) combined with her Constitution modifier combined with double her level. A pony's Magic Stamina determines how many spells she may cast per day. Spells use varying amounts of MSP, but all MSP are recharged the next day. If the MSP are ever exhausted, the pony is Fatigued for one round. A pony cannot know more spells than she has MSP. This was nearly Magic Stamina Point Array, but the acronym was more trouble than it was worth.

    Races:

    Unicorn Racial Traits
    +2 Intelligence, +2 Wisdom, -2 Strength
    Fast Speed: Unicorns have a 40 ft. base land speed.
    Unicorn Magic: Unicorns are able to take Arcane Spell Feats. In addition, unicorns get four bonus Cantrips and one bonus Minor spell at first level.
    Natural Attacks: Unicorns possess a natural gore attack that inflicts 1d3 points of nonlethal damage on a hit. This is a secondary attack. As ponies, unicorns also possess a natural slam attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the unicorn wields a weapon.
    Non-Dextrous: Unicorns can only grasp (mouth) one item at a time. They can use one-handed and light weapons, but suffer a -2 penalty while doing so. Unicorns also suffer a -10 penalty to all checks needing fingers due to the low dexterity of their hooves.
    Cutie Mark: Like all ponies, unicorns can gain cutie marks.
    Languages: Unicorns begin play speaking Equestrian. Unicorns with high Intelligence scores can choose any language as a bonus language (except secret languages, like Druidic).

    Pegasus Racial Traits
    +2 Dexterity, +2 Charisma, -2 Constitution
    Medium: Pegasi are Medium creatures and have no bonuses or penalties due to their size.
    Fast Speed: Pegasi have a base speed of 40 feet.
    Flight: Pegasi have a fly speed of 60 feet (average).
    Non-Dextrous: Pegasi can only grasp (mouth) one item at a time. They can use one-handed and light weapons, but suffer a -2 penalty while doing so. Pegasi also suffer a -10 penalty to all checks needing fingers due to the low dexterity of their hooves.
    Natural Weapon: As ponies, pegasi possess a natural slam attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the pegasus wields a weapon.
    Weather Control: A pegasus can control clouds by touch, causing them to move, rain, snow or even release a bolt of lightning as she wills. The pegasus must make a ranged touch attack against the target. If the bolt hits, it deals 1d3 bolts of electricity damage. A pegasus can only create lightning once per day. Clouds are solid to pegasi.
    Cutie Mark: Like all ponies, pegasi can gain cutie marks.
    Languages: Pegasi begin play speaking Equestrian. Pegasi with high Intelligence scores can choose any language as a bonus language (except secret languages, like Druidic).

    Earth Pony Racial Traits
    +2 Any
    Fast Speed: Earth ponies have a 40 ft. base land speed.
    Flexible: Earth ponies gain 2 bonus feats at first level, and 1 bonus skill point per level.
    Professional: Earth ponies gain a +2 bonus on one Profession skill of their choice.
    Earth Magic: Earth ponies are able to take Earth Pony Spell Feats.
    Natural Weapon: As ponies, pegasi possess a natural slam attack that inflicts 1d4 points of damage on a hit. This is a primary attack, or a secondary attack if the earth pony wields a weapon.
    Non-Dextrous: Earth ponies can only grasp (mouth) one item at a time. They can use one-handed and light weapons, but suffer a -2 penalty while doing so. Earth ponies also suffer a -10 penalty to all checks needing fingers due to the low dexterity of their hooves.
    Cutie Mark: Like all ponies, earth ponies can gain cutie marks.
    Languages: Earth ponies begin play speaking Equestrian. Earth ponies with high Intelligence scores can choose any language as a bonus language (except secret languages, like Druidic).


    Classes:

    Bard
    *Forgot to write flavor text for bards*
    Ahem.

  • Countersong and Distraction are merged into Counteract.
  • Bards gain Minor Trick as a bonus feat at first level, Moderate Trick at seventh level and Epic Trick at eleventh level. Naturally, they lose all Pathfinder spells.
  • Bards gain Fleet at second level, and every third level after that (2nd, 5th, 8th, 11th,, etc).
  • Bards gain a bonus equal to half their level (minimum 1) on saves against fear.
  • Spell Druid
    Most magic-users prefer clear-cut routes to power. Not the spell druid. The spell druid walks into a forest and is queen. The spell druid controls the common elements and summons fey to serve her. If one is going to antagonize a spell druid, it is best to do it in an urban environment. Elsewhere, it can be suicide.

  • Only unicorns may be spell druids.
  • Spell druids gain Minor Call as a bonus feat at first level, Moderate Call at seventh level and Epic Call at eleventh level. They lose all Pathfinder spells.
  • Spell druids Wild Shape as a normal druid.
  • Spell druids lose Nature Bond.
  • Spell druids may cast Summon Nature's Ally as a spell-like ability a number of times per day equal to 3 + his Wisdom modifier, otherwise matching the Summoner's ability.
  • Spell druids take only a -1 penalty when wielding sickles by the mouth in melee.
  • Spell druids do not gain Wild Empathy.
  • Spell druids do not gain Resist Nature's Lure.
  • Spell druids gain Natural Spell as a bonus feat at fourth level.
  • Spell druids gain Knowledge (arcana) and Knowledge (history) as class skills.
  • At first level, and every three levels after that (4th, 7th, 10th, 13th, etc), a spell druid gains a bonus feat. At each such opportunity, she can choose a metamagic feat, a Druid Spell feat or Spell Mastery. The spell druid must still meet all prerequisites for a bonus feat, including caster level minimums.
  • Affinity Druid
    While some druids favor magic, the affinity druid focuses on more mundane aspects—dealing with the less intelligent beings of nature. Plants, animals and even the occasional magical beast. Affinity druids are quite rare, since the knack for communicating with crickets and vines is not a common one. Most affinity druids have a special talent based around the gift, but some are just very good at what they do.

  • Affinity druids lose all spells and Wild Shape, and cannot take domains for their Nature Bond.
  • Spellcraft and Swim are not class skills for affinity druids.
  • Base Reflex Save becomes Good.
  • Affinity druids may choose at first level between Plant Empathy, Vermin Empathy and Animal Empathy. All use the same bonus: the affinity druid's level combined with her Charisma bonus (if any).
  • The affinity druid may take a vermin companion if she has picked Vermin Empathy, or an animal companion if she has picked Animal Empathy. If she has picked Plant Empathy, she may either at first level.
  • The affinity druid adds half her level (minimum 1) to Handle Animal, Knowledge (nature) and Survival checks. Affinity druids do not gain Nature Sense.
  • At fourth level, an affinity druid gains the ability to 'cast' wilderness soldiers as a spell-like ability 3 + her Charisma or Wisdom bonus (chosen at first level) times per day.
  • At eighth level, an affinity druid gains the ability to speak with animals at will. At eleventh level, she may also speak with plants at will, and at fourteenth level, she may speak to vermin at will.
  • At nineteenth level, an affinity druid gains the ability to cast summon elder worm (when on land), storm of vengeance (when in the air) or tsunami (when in the ocean) 1/day as a spell-like ability.
  • At twentieth level, an affinity druid gains the Fey type.

  • Cutie Marks:

    Everypony has a special talent to make use of. Upon discovery, it appears on the pony's flank as a 'cutie mark'.
    Although the GM and players should feel encouraged to invent their own talents, the in-game effect should never go far from the equivalent of four feats. The effects should not be game-breaking, but should show the character to be among the best at their talent. A single d20-based bonus should never go above +12.
    Several sample special talents can be found below.

    Magic: +2 bonus on Spellcraft and on Knowledge (arcana), three bonus spells from the 1st-level Arcane List
    Medicine: +12 bonus on Heal checks
    Speed: +15 speed and a x5 run
    Socialite: +6 Diplomacy and Bluff
    Dodging: +4 Dodge bonus to AC
    Jousting: +4 bonus to attacks and damage with piercing weapons when charging (including ordinary charge bonus)
    Digging: 10-foot Burrow speed with shovel
    Animal Care: +4 bonus to Animal Empathy, +3 bonus to Handle Animal and Heal

    Things Not Yet Done:

    I need to write up the Wizard and Weather Druid prestige classes (or decide not to), work out some monsters (cockatrices, griffons, manticores, etc), probably take a look at magic items and weapons, fix up the spells and find the Spell-less Ranger from KQ #11. And probably some other stuff. :P

    Things Not Yet Posted:
    I'm afraid to post the spell lists and feats because there's a sh*tload of the former and the latter is kind of ugly.


    So, this may become a very 'IBTL' sort of thread. This is not meant to be a discussion over 5e. It's inspired by 5e, and will probably involve 5e, but this is a talk about all editions.
    So, let's take two examples: Monopoly, and Pathfinder.

    Say somebody puts out a new edition to Monopoly. 'Plantations' are added, along with the ability to earn 'resources' based off land. Taxes are introduced, as is the option to bribe government officials to decrease taxes. Dollars are replaced with points, and the names of half of the properties are changed.
    This is a different game.

    Then there's Pathfinder, Second Edition. Pathfinder removes the Bard and the Ranger (to be reintroduced in a later supplement), replaces Spells Per Day with Spell Points, gets rid of the '20th Level Power' and introduces second-level Save Or Die spells. Hit points are increased, as is the level advancement speed. Feats are abolished. Goblins are made a core race, and halflings are removed. Kobolds, orcs and hobgoblins are made to be Neutral races. Bugbears are made Chaotic Good pranksters.
    This is a different game.

    Nobody pretends that, say, 3.0 and 2.0 are really the same game. Not to my knowledge.
    I realize that 'edition' is the best term to describe it. But doesn't it explain why so many people will say "X edition isn't true D&D"?

    Really, it hasn't been true D&D for over thirty years. We've been playing a different game nearly every edition.

    And edition changes are becoming more frequent. It's been five years since 4.0, and they're planning 5.0.

    Thoughts?


    Looking for a game in the general area of Corvallis. I am 16 years and pretty experienced with Pathfinder. I'm relatively capable of running a game, should it be necessary, but it'd really be preferable to join one--my GMing skills are at best mediocre.
    I'm probably going to try the local gaming store, but it'd be nice to find some people here. Here's hoping.


    If I'm creating a monster that can possess other monsters and grant some nice bonuses but that is much more frail in a proper fight, how should I handle the CR?
    I want the encounter (a monster possessing another monster) to be very difficult, around CR 12, and the follow-up encounter (the possessing monster) to be fairly easy, around CR 8.
    In other words, how do I CR a monster that is extremely dangerous in its optimal situation and only moderately dangerous otherwise?


    A little while ago, I made a thread complaining about 'pretty planetouched'. This thread was horribly researched, and I'd prefer to forget it was ever posted.
    I mostly posted it because I thought I disliked the new races, and was therefore biased.
    But with Bestiary 3, I have to realize that I don't dislike these races. I actually like them quite a bit. Some of them seem pretty cool.

    In fact, my actual reason for disliking them is a bit abnormal for me. I normally go on about how awesome monstrous races are. But over time, I've gotten used to Pathfinder focusing on humans. In fact, I've grown fond of a human-focus, and use it in most of my own creative projects.
    So my problem with the new races isn't that I don't like them, but that I feel their existence is betraying one of the main themes of Pathfinder. I think it was once said that the 'too many races' scenario would be averted by making more classes instead. Now it looks like we're getting both.

    Anyway, there're my two cents. Thoughts?


    Think about it.
    There are several hundred human aliases on Paizo.
    Only about three kobolds.
    It's clear that humans actually breed much faster.
    I can accept that the goblins just don't want to breed with each other, and the orc-monkey-pig things just lack the brains to recognize other members of their species, but kobolds are clearly the heroic race of the Paizo Campaign Setting.


    Before I start explaining, I should pause to state that if your name is Gark The Goblin, you should stop reading now, because this is about the game you're playing in.
    Also, if your name is Sebastian, you should go away, because you're mean and I don't like you.
    Also, if your name is Aberzombie, or Sharoth, or Gary Teter--
    ...okay, moving on.

    My idea is for the PCs to become the Dark Powers, and create the setting of Ravenloft to contain a rising evil.
    Okay. Now I'll give some backstory.

    --

    Characters: A gnoll cleric, a human barbarian (my GMPC, and the gnoll's bodyguard), a kobold druid and a tiefling sorceress.

    The game started with the characters entering a forest in Golarion and getting trapped inside an undead-happy mansion. Eventually, with the help of a sort of-friendly ice devil, they killed the owner and 'boss monster' with a lucky critical.

    After they escaped, they gave the devil a book--the boss monster's phylactery. That was their deal. With the book, unknown to the PCs, the devil has been busy. Sevetis killed his master, Beelzebub, and took control. He is now a duke of hell.

    Well, the PCs got out of the forest, but in doing so unleashed a greater threat: a garden at the center of the forest was destroyed by some NPCs, to keep a mostly unrelated horde of demons from taking control of it.

    Whether or not destroying the garden was a good idea not even the gods know. But the destruction is causing all manner of mischief.

    The forest was actually divided into what amounts to several coterminous demiplanes. The cluster was used as a plug. With the garden destroyed, the plug is broken, and the forest vanishes into void.

    Corruption is now seeping into the world through the rift. Unless it can be stopped (or stoppered, aheh) Golarion will likely become something similar to the Abyss.

    And that brings us to my plan.

    1. The PCs return home, and are contacted in their dreams by their deities/guardian spirits--Gozreh for the druid, Gorum for the barbarian and gnoll, and the tiefling's aberrant ancestor. They basically explain what I just explained. They each have different solutions. The ancestor wants to destroy the Abyss--being rather curious as to what would result, and hoping that it would diminish the threat--Gorum wants to raise an army to protect the world, and Gozreh wants to create Ravenloft. Except he can't say so, because none of the other deities like her idea at all and won't let him suggest it. To be fair, she is only suggesting it because he wants the corruption out of 'her' world ASAP. But since he's being kept quiet, she just gives the kobold a few riddles and leaves.

    2. Stuff happens. This is what I need help on. They're tenth level right now. I'm thinking they need to contact a bunch of philosophers throughout the planes, need to fight the rise of evil (Golarion is essentially one big Sunnydale right now--a lot of fiends and undead are on the move) and will eventually reach level twenty. Perhaps beyond. I think they'll each be led to seek out what their guides have suggested during this time. The gnoll will seek to unite her faith to beat back either an invading force of demons or another army driven to war, the kobold will pursue the wisdom of Gozreh and the tiefling will look into killing/binding some demon princes. Or the like--still not sure whether the 'Abyss destruction' is the best way to go for the player. If it is, it may involve the duke of hell from before.

    3. The PCs enter their final mission, having worked out that the secret to Golarion's salvation is in the activation of a strange siphoning artifact. They run into a lot of fiends and the like. I think their devilish friend may intervene directly against them, but I'm not sure. He might see more benefit in Golarion remaining as-is.

    4. The PCs reach the artifact and discover its nature: it will create Ravenloft, which will drain the rift's evil out of Golarion. But it will also take those who activate it, forcing them to partially merge with the demiplane. They will be trapped there, unseen forces who pull strings and populate the world with the corrupt, as well as the virtuous to fight the corrupt and the innocent to motivate the virtuous. They would be the Dark Powers. And they have to decide what to do now.

    *Pause*

    Okay, I'd like critique, ideas and a glass of water. Thanks for reading all that.

    This is currently our group's only serious game--one is on hiatus, one is a very relaxed sandbox campaign and one is following six goblins with Commoner Flaws. So I'm eager for an interesting ending. :)


    Okay, time for an accurate representation of the kobold race.
    Humanoid Type
    Small Size
    Normal Speed
    Advanced Modifiers: +2 Int, +2 Wis, +2 Cha, +4 Dex, -2 Str
    Xenophobic Array
    Advanced Intelligence
    Fearfu--er, Fearless
    Natural Armor
    Darkvision 120 ft.
    Light Blindness
    Light Sensitivity
    Resurrection Vulnerability

    TEN RP SPENT


    My sock puppet is Erik Mona. You may funnel all your Erik Mona Day pizzas to me from now on.

    If this thread doesn't seem like a very interesting game, I'm really tired right now. So I might be hallucinating the whole thing, which means you won't have wasted time reading an uninteresting game thread, so yay.


    Come on. [New feat/spell/class feature] is RIDICULOUS. I can easily [questionable possibility] with this.
    I am SICK of all this [some cliche I read on an identical thread], Paizo! You are ruining this game for me!
    If you keep this up, I will be forced to take my business elsewhere.
    And before anybody brings it up, [refusal to just houserule the new feat/spell/class feature based on something about 'principles'].

    Spoiler:
    There. Got that out of my system. Now, let's have a nice debate between Michael Moore and Rupert Murdoch so I can get my mind off this nonsense. >_>


    First, I'm able to type this because there's not much else to do. It looks like Pickup Games are in some weird new format which doesn't place them in a single room. Pretty sure it did last year. As such, I have nowhere to wait for a game--one could start anywhere. Or something. As I said, it's weird, and I don't get it.

    Second, there are no longer any nice schedules. Last year there were, and they were very helpful. I hear that the Gamers movies are playing, but I have no idea where.

    These two changes have proven a real inconvenience. Not a great start to this year's Con. :/


    Sorry if a thread about this has already been made. Since I'm leaving tomorrow, I want to make sure I get an answer quickly.
    What do you do when you get to the hotel? Do they ask for a printed out ticket or something? I can't remember what happened last year. :/

    Many thanks for any help.


    Here's the place for people to grumble about how they didn't get into the right events. The other thread is more for people who got none (or near so)and I felt like a whiner posting there.

    So here it is. I only got two low-priority events. CURSE YOU, PAIZO!

    Actually, I'm fairly happy with what I got. They weren't high up, but they look like cool games. Just want that to be clear in case my future GMs are reading this.

    MAY YOU ROT IN HELL! YOU AND YOUR RIGGED LOTTERY!


    I have seen a lot of bickering over an issue which seems quite simple to me: Planned Parenthood. For a while, I just assumed you guys were idiots. I now see there's more to it than that.

    I think you should try looking at this the Kobold Way:

    In the kobold tribes, our greatest advantage is NUMBERS! Abortion prevents us from using this advantage, so it's a bad idea.

    Babies who are too weak or sick to fight should not be subject to abortions before they're even born! This is WRONG. Instead, you must put the babies to work in the mines. It usually works better if you give them a week to learn how to hold a pickaxe (and to crawl), but it's not crucial.

    If the babies can't even dig, they are STILL able to serve a purpose, so don't abort them just yet! We can use them to test trap sensitivity--the smaller the creature, the better. Normally we use baby weasels, but the different body structure makes this less efficient. Babies also make good food for said weasels, come to think of it!

    "What if the parents can't support the baby", you ask! Well, that's simple: They don't need to! They can ship the baby straight to the mines! See above for details. Of course, there is a small upkeep cost. Grubs and water ain't free, you know. What does this look like, Soviet Russia? Luckily, the cost is as small as possible--as are the meals!

    The last issue: "What if the babies die from such conditions as those mentioned above?"
    This is simple! Each kobold pair produces about eighty of the rascals. We have about a hundred pairs. The fifty-ish percent that die are still useful, too! We launch the corpses at our enemies, use them as barricades...clubs...when we get enslaved by a crazy necromancer, they can even be animated! Death does not damage the kobold society, it nurtures it!

    I hope this unique perspective has helped you look at Planned Parenthood in a new light. Remember: Abortion is WRONG. It wastes perfectly good food, good weapons, and good labor! We must support the tribe, and not put our selfish goals ahead of the collective.

    Kurtlemak curse your human offspring (no offense),
    Kobold Cleaver


    Last year I went to a certain event, and enjoyed it immensely. I'd like to enter its sequel this year, but I'm wondering if this would be regarded as 'hogging' the game. What're the social rules on this sort of thing?


    On April 10th, I went to a Game Con. I played in a LARP there (my first one)and it was awesome. I gave them my email, 'cause they said they were trying to start a regular thing.

    Almost a month later, I've gotten no email.

    At first, I thought I'd been snubbed. But I called up another guy who went, and he's gotten no email either.

    So now I'm worrying the LARP's been canceled. I'm wondering how hard it is to start a LARP--could it take this long, or should I give up hope?


    Title (cont.): ...that 4E was created to distract Marvel from its plot to make its new superhero, Captain Jesus, have an Abortion, and agree to all throw their Political support behind Donald Trump's Hair in the next election, on the condition that Donald Trump's Hair supports DC and allows voters to Insert Random Topics into its debates.

    Aberzombie wrote:

    Worst ten subjects for a messageboard:

    1. Politics
    2. Religion
    3. Abortion
    4. George Bush
    5. Barack Obama
    6. Sarah Palin
    7. 4E
    8. Donald Trump's Hair
    9. DC vs Marvel
    10. Insert random topic here


    Not saying they'll get answered, though.
    ....
    This thread seemed like a good idea at the time.


    So, I messed up a game recently. I killed a character who shouldn't have died.

    Long Story:
    Let me elaborate. The party consisted of two PCs (a rogue with Improved Weapon Finesse and a paladin with an elasmosaurus mount)and a DMPC (a young adult white dragon, who'd been converted from evil a couple adventures ago).

    In the group, there were two key PCs missing: A very minmaxed cleric (venerable, with a 24 Wisdom)and a fighter with 120 HP. The former's player was missing, and the latter got eaten by zombies.

    The three present characters all had 9 hit dice. I proceeded to stick them with 12 CR 3 fungal crawlers--double the standard EPL for four of them.

    This wasn't completely nuts. The breath weapon had previously wiped out a good few CR 2 zombies, and the party had an easy route of escape.

    Things started well enough. The white dragon wounded about six of them with his breath weapon, but rolled poorly for damage. The Leap ability was causing a lot of trouble. The paladin, normally possessing 83 HP, was soon down to about 40. Meanwhile, the rogue was getting criticals every other turn, completely uninjured.

    Around the end of combat, the paladin was down to 16 HP, the dragon down to about 30 (out of 50 or 60, I think)and nobody else had gotten the slightest scratch. I had yet to poison anybody, since the rogue was uninjured and the paladin was a dwarf. There were six crawlers left.

    The elasmosaurus was doing quite alright, and the enemy had moved into the cavern. The mount followed, and got swarmed. It was still doing alright, and it pulled back.

    Now, here's a tactical error. The paladin sent the white dragon to go to the back for a second cone of ice. It burrowed, and delivered its attack. It rolled badly for damage again.
    Next round, it gets Leap-swarmed and dealt about 45 damage. It's down and dying. Sadly, one of the nearer crawlers bit instead of clawed. The dragon was poisoned, and somebody finally failed a save. I rolled max Con damage, and Snowfall the dragon died.

    This may seem at least legal, even if it's rather harsh. But the trouble is, I messed up. Claws deal 1d4+2, not 1d6+2. Most of the time I got this right. But on the four-to-eight hits that round, I did not. Had I been more attentive, Snowfall would still be alive.

    Last time this happened, it was a psionic lich. I misread some rules, and dealt about 20d6 damage to a 7th-level party. Everybody was either in negatives or dead. Incidentally, the gnome-hooked hammer-wielding barbarian had been pushed forward in time. A round later, he reappeared, charged the lich, and got a critical with the hammer side. Magic bludgeoning damage, with a critical, against a guy with 30 HP who mostly relied on his DR? Great fun.
    Point is, when I realized my mistake, I just had the party resurrected without penalty. But it felt a liiiittle cheap.

    So, how do I fix this? Retconning would be awkward, and I'm working hard to break the habit of fudging fatal rolls. If I say "actually, he ain't dead" the players will think I've had a relapse. Do I just let it slide? Do I explain my error?

    (Male Kobold (smurf template) Shaman 7/Fighter 4/Smurf!)

    The old dwarf dogcatcher stands before you, his expression grim. In the little miner's town of Dust, he's the closest thing they have to a sheriff. He's known as “Grandpa Erled', a nickname he despises but can do nothing about.
    “I'm at my wit's end,” he growls. “The little devils butchered the family, an' we only learned of it yesterday. An' that was by chance. The mailman, he needed somethin' signed. He opened the door an' nearly got his head taken clean off by a spear trap. He heard yappin' from below as he ran.” Grandpa Erled walks behind his desk and sits down in a faded blue armchair. “Kobolds. No doubt about it. An' prob'by makin' a maze of tunnels even as we speak. They're quick critters.”
    He opens a drawer and pulls out a bottle of some sort of green liquid. He takes a swig. “You gotta get rid of 'em. Them critters, they've got some sort of smell. My dogs can't stand it. An' if we wait long enough for help from Magnimar to get here, they'll have turned the place into a meat grinder. They're clever, and when it comes to traps an' tunneling, they're the quickest little devils in the world. They prob'by already got somethin' up.”
    He takes another, much smaller sip. “I've got the house cleared out. Other than the spear, the kobolds didn't put much up. Which makes me more worried 'bout what you'll find in what used to be the family's cellar.
    He stands up, leaning on the desk shakily. “So, will y' take the job?”

    You're in the office of the dogcatcher. What you're doing there is up to you. The gist of it is, obviously, that you're being offered a job.

    (Male Kobold (smurf template) Shaman 7/Fighter 4/Smurf!)

    Welcome to the Discussion thread for the Open PbP. We are still and will always be open to new players.

    Rules reminder: +2 per multiplier to crits, 3rd level, anything goes, no kings of Andoran.

    The campaign will focus on kobolds and drow. And mostly kobolds. Plus dwarves and other guys. And other things. And stuff.
    What're we talking about again?

    CHARACTERS AS OF YET:
    Kenderkin: Tangled-Root, the oakling ranger/rogue.
    Tanner Nielsen: Sjurd, the fire giant.
    Ulgulanoth: Vangua , the skeletal rogue.
    Zabei: Tibibe, the polymorphed mermaid druid.
    Jormungandr: Tizzird the drow gunslinger.

    Looks balanced to me!
    Game thread to come...from the FUTURE!


    The fact is, a crossbow should have a stronger blow than any longbow. Crossbow strings can be drawn back farther, as they have a mechanical mechanism. So here's my idea to bring some realism:

    EXOTIC WEAPON
    Weapon Name Damage (small) Damage (medium) Special Range
    Arbalest: 1d10 2d6 touch; see text 150 ft.
    The arbalest is a large steel-bowed crossbow of extreme strength. It takes 5 rounds to reload (1 round with Rapid Reload), and its attacks are against touch AC.

    Alternatively, it would fire at normal AC, but add +3 to damage for every -1 to attacks with Deadly Aim (as opposes to +2).

    I have yet to work out the price and weight. I also have very little skill in weapon designing.
    While I realize that composite longbows are still better (thanks to full attack), this weapon would at least establish that crossbows are stronger, but slower. As things should be.

    Obviously, I need feedback from people with more knowledge--factual and rulewise. I'm fully aware there are probably some problems with this design.


    I have a thing about bad charismas. It's not so much a dump stat as a preference towards unfriendly or unpleasant characters.

    So I'm making a dwarf fighter DMPC. The other character is a changeling witch, and the adventure I'm working on involves a lot of nasty enemies. A pair of level 3s facing a rock troll, for instance.

    I generally believe that DMPCs should be seen and not heard, so when I rolled a 5, I quickly put it in Charisma. Now, with a 3, are there any ideas how to play him? I'm thinking he'll hardly ever speak, but that seems minor for such an abysmal social repertoire.


    I've gotten a little bored with the PbPs of late. They all stress these crazy ideas like 'balanced characters', and 'party cooperation', and 'plot'.

    My idea is to make a Play-by-Post with no fixed player limit. Any characters who are 3rd level go, no matter how you make them. Shaman's Handbook? Orc fighter with 5 Charisma and 22 Strength? Whisper gnome rogue with Skill Focus (stealth)? Gunslinger, ninja, magus or samurai?

    As long as it's 3.5 or Pathfinder, it's all good. And level 3. Try and make it level 3.

    If there's a paladin in the party, and you want to make an antipaladin, g'wan ahead. If one guy has a 5-page backstory and you want to make a single-sentence, poorly edited Dritz clone (who's that guy again? The reformed mite with the twin falchions, right?), sure.

    I'm not quite sure how this will work out, if anybody would be interested or if I am remotely capable of handling it. But I'm going to try.

    All interested, pitch your characters. I reserve the right to deny anybody who tries to make their character the king of Andoran, whose character seriously breaks the 4th wall or anybody who actually breaks core rules.

    Oh, and no dhampirs. Just on principle.*

    The current campaign synopsis I have in mind:

    GM: zzzzzzzz...

    *That's a joke. Laugh.


    In a response to this thread, where I complain about the attractiveness of planetouched and the existence of dhampirs, I thought I'd enlighten the subforum with a few of my other complaints.

    1. The lich. In NOWHERE IN THE DESCRIPTION does it mention the lich being skeletal! And yet. Not only does the picture show a skeleton, but it has DR 15/Bludgeoning! WTH, Paizo?!

    2. The dragon. SINCE WHEN are they reptilian? If they're going to have scales in the picture, why don't they have natural armor?! Clearly, Paizo's just hopping on the scaly dragon trend. If they're gonna do that, they may as well do it properly. And add annoying half-elves named Eragon. And if they aren't willing to go all the way, just keep to classical mythology!

    3. Iron golems. WHY ON EARTH do the creation components involve iron? Where does it say they have iron in them? FAIL!

    4. The rogue class. The description keeps referring to 'sneak attacking'. WHERE IS THIS ON THE TABLE? I can't see it!

    Thank you for reading. I expect to see quality, Paizo! If you can't keep track of things, I may as well switch to 4E!


    When I saw the dhampir in the Bestiary 2, I groaned out loud. Why would we have creatures descended from vampires, and not from wights or ghouls? It struck me as Paizo's attempt at riding the fad.

    Actually, all those Planetouched-style races bugged me. Dhampirs, undines...they're all described as highly attractive. I get the fanservice angle, but it's reminding me too much of Twilight, or Peter Jackson elves.

    Now, we've got eight races who are generally average in appearance, and eight who are generally good-looking (counting half-orcs as the former and half-elves as the latter).

    So what kind of standards are we going by when over half the player races on Golarion are defined in large part by their beauty?


    I've wanted to make a fighter whose fighting style hinges around improvised weapons for a while. However, there are only three feats for such a style. Almost every other style has a lot of support--finesse, crossbows, and I think even monk weapons. It seems odd to exclude this one. Why make three feats and then stop?

    I think an improvised weapon master would be fun. It's not like I want to be able to optimize it, but most of the common fighter feats are useless for the style, making a high-level improviser near unfeasible.

    Are there any third party sources that could help me out?


    I have a player in my game who can't stop picking on the rules. When I write an encounter, I try to make it as simple as possible. When he writes an encounter, he tries to stick to the rules, or he changes the encounter, or he writes out special rules.

    In his campaign, he insists on rolling stabilization for every single monster we knock unconscious. In one game, we were actually backtracking to coup de grace the goblin dogs so we could speed things up. When we raided the goblin fort....things got worse.

    In his game, this is bad enough. But in my games, he'll question my rules, and look up every little condition. I have to say, "I don't care, this is how we're playing" to get him to stop, and he often checks it anyways.

    The thing is, he doesn't just rules-lawyer to help the party. In fact, he often lawyers against the party, saying you technically apply energy resistance to every attack in scorching ray, not the total.

    The rules are getting really constricting, and I'm wondering if anybody has any advice on how to deal with this player (or if I'm doing something wrong).

    Sorry if this is in the wrong subforum.


    Seriously? There are, like, ten threads out there about politics. Then a bunch of parody threads. And of the cults, only the Poodles are thriving.


    There are currently four threads that say something lie 'economy--political?'
    So I naturally decided to mix this growing Paizo meme with the paladin one.


    Well?


    Linky.
    This comic is highly political, so Republicans should probably avoid this one. Even Democrats might want to, if they're particularly dedicated to any one candidate. Tom Tomorrow, the author, is very harsh when he sees something he dislikes.
    Despite the above disclaimer, Tom Tomorrow is pretty funny at times, and he provides some very useful information. If you want a fairly unbiased look at what's going on (no matter what, Tom Tomorrow is critical towards Republicans), this is a good comic to try out. It's something like Opus, with all the mellowness sucked out of it and filled with total fury.

    (Male Kobold (smurf template) Shaman 7/Fighter 4/Smurf!)

    Chitterwood. That place which, a few weeks ago, you would never have given a second thought. Now, though, as the dark forest looms over you, it may be where you meet your end.

    Armen Jessup:
    Perhaps Sansifret Burl left a bit out when he told you of your mission. Namely, the fact that there's something off about Chitterwood. Untold items of power? You haven't found them yet.
    You're not a mage for nothing, of course. You know what's going on. Illusion spells have been cast over the whole forest, along with a few reality-distortion effects. They're keeping you in, and keeping you confused.
    Though you never seem to run out of water (a convenient spring or stream is located whenever you start to run low), you'll soon be running low on food. You haven't seen a single animal since you entered, and none of the plants are edible. The tree branches blot out the sky, making your only source of light the hundreds of glowing mushrooms. You worry that the great Armen Jessup's death may come sooner than expected.
    Especially since wolf howls, not fear, keep you awake. And they're getting closer.

    You wander through the forest now, though you don't really expect to find anything useful. Seeing a clearing up ahead that is particularly thick with the mushrooms, you start to squeeze through the trees, planning to make camp. Then you realise that there is somebody else there. A moody looking dwarf, who is unrolling his bedroll when he spots you.

    Genisen Larkova:
    In retrospect, it was silly to take the tengu at his word.
    The cloaked bird-man had promised you fame, power, and a lot of money. All you had to do was go to Chitterwood, he said, and map out the place for him. There were treasures to be had, and you were just the one to have them. Either he was the best liar in the world, or you were too eager to believe him.
    Lesson learned: Never trust a tengu.
    Now, you are completely lost. A few spells have determined that powerful illusion and conjuration spells are battering you around, keeping you from even finding north and south half the time. Trees block any sort of light, leaving you with nothing but the glowing fungi to guide you. And you are really running low on food.
    The good news is, you've found a companion. A fellow Chelaxian, the half-orc calls himself Karg Runethrane. He worships Asmodeous, not Abadar, but at this point it doesn't really matter. You hear wolf howls every 'night' (though day and night are hard to tell apart sometimes), and they're getting closer. You'll need a protector—or a distraction—when the time comes.

    Now, you and he approach a small clearing. You pause, though, when you realise that you aren't alone: There is a dwarf sitting in the clearing, beginning to roll out a bedroll.

    Karg Runethrane:
    You're starting to wonder whether the church ever accepted you after all.
    That's because ever since they sent you to Chitterwood, things haven't felt right. They told you that artefacts of Asmodeous rested at the centre, and you were the only one who was available to make the journey.
    In the forest, though, you can barely tell up from down. Illusion spells confuse you at every turn, keeping you from leaving. The only source of light are the glowing mushrooms, since the trees are so thick they block out the sky. Simple know direction spells go haywire. And you hear wolf howls frequently, always coming closer.
    At least you have an ally. A fellow Chelaxian, Mr. Larkova is a servant of Abadar. You could care less, though. He is a powerful cleric, and you may yet need his help if you are to make it out of the forest alive.

    Now, you and he approach a small clearing. You pause, though, when you realise that you aren't alone: There is a dwarf sitting in the clearing, beginning to roll out a bedroll.

    Kuruk Swiftblade:
    That tengu will pay. If you survive this, that is.
    The bird-man approached you one night in a busy tavern, promising you great wealth if you would just do him the slightest favor: Go to Chitterwood and map out the place for him.
    Of course, being a servant of Gorum, you normally wouldn't accept such a pathetic task. But the tengu told you that wealth was not all he could provide: He would give you the power to finally cast down the wicked chieftain who banished you from your tribe. You didn't know how he knew about the chieftain, but you couldn't refuse.
    But now that you're in Chitterwood, you sometimes wish you had. The parchment and pen are missing, you can barely tell up from down, and illusions are messing with your head at every turn. The forest is so thick, it'd be pitch black if not for the glowing mushrooms. You're running low on food, too.
    You welcome the approaching wolf howls. If you beat them, you will have food to last many more days. If not...then at least you will have died a warrior's death, instead of a coward's one, starving quietly.

    Now, you approach a small clearing. You pause, though, when you realise that you aren't alone: There is a dwarf sitting in the clearing, beginning to roll out a bedroll. And not far off from you, a half-orc and a human approach the same clearing.

    Nalor Slatesoul:
    If you ever make it out of this forest, you will strangle that tengu.
    He promised you such wealth for such a simple task. Make a map of Chitterwood. In return, you would get 1,000 platinum coins. Platinum, such a rare metal nowadays. When offered that kind of money, you don't ask questions.
    But now that you're in Chitterwood, you wish you did. The parchment and pen are missing, you can barely tell up from down, and magic is messing with your head at every turn. The forest is so thick, it'd be pitch black if not for the glowing mushrooms. You're running low on food, too.
    You almost welcome the approaching wolf howls. Perhaps you'll get enough food to last for weeks. Or...perhaps you'll at least get the chance to die honourably

    Not yet, though. For now, you make camp in a small clearing. Rolling out your bedroll, you hear a twig snap. Looking up, you see a slightly foppish man in purple robes freeze as he approaches. A calico cat stands at his side.

    Everybody, the clearing is about 30 by 20 feet. There is a small pond in it, 10 by 10 feet.


    DISCLAIMER: The only reason I'd even consider selling the latest print copy of Wayfinder is that we got two copies. It was an awesome issue, but I don't really need more than one. So, creators, please do not take offence.
    I pretty much covered it in the disclaimer. I'm thinking about selling one of the copies, and was wondering how much it might sell for.
    Thanks for the help.


    The Postmonster strikes again, so I'll keep it brief. How do I confirm that the badge is mine? Is there a number? Does it get emailed?


    What's that thing called, anyways? Whatever it is, it's glitching a ton. Telling me I have 2 new when there's only one, vice versa, not responding right when I click it (just taking me back to the subforum in question)...it's driving me batty.


    I can't seem to find the link that shows what events I'm signed up for. Is there something I missed?

    (Male Kobold (smurf template) Shaman 7/Fighter 4/Smurf!)

    Alright, here's the discussion thread for the Forest of Chitterwood game.
    Gamer Connection Thread
    The Game Thread

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