Seltyiel

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518 posts. Alias of Cyril Corbaz.


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Ilmakis wrote:
GM Super Zero wrote:

We have an opening for #3-01 Intro: Year of Shattered Sanctuaries.

It is an Outpost VI game, so be sure to claim the spot on the Sign-Up Sheet.

Spot claimed :)

Awesome to see you join us, Ilmakis! I'll be so glad to play with you again.


Thank you for creating such a strong emulation. I'm looking forward to seeing the results, good luck everyone!


Lani Bralani wrote:
Here is Brainiac's submission, a chaotic good sensate gnome witch whose powers come from the Lantern King. The crunch is 90% done, and I leaned on ChatGPT to help out with some of the fluffy bits. I'm excited for the heavier fey focus in this game and to see how it will differ from the published material. :)

Interesting concept! ;-)


1 person marked this as a favorite.
Totally Not Gorbacz wrote:
Second, a "let's put all equipment here" book becomes, in a way, obsolete the moment the next book with any gear is out, so it only works well if it's the last book in the line. Ultimate Equipment got some flak from people who bought it thinking that "ultimate" implies "all Pathfinder gear" and 5 seconds later somebody tells them their character has an orc butchering axe that isn't in UE.

I'm fully aware of that, but having a big book including most of non-obscure stuff would still be great for me. YMMV


2 people marked this as a favorite.

Got my physical copy today, I'm both super-excited, and a bit disappointed. I was really hoping for something along the lines of Ultimate Equipment for 1e, with old and new equipment provided in one book.

I much prefer using books over apps/Internet when browsing for options, and I would have liked to have everything in the same place. I understand that this would push the page count much higher, but now I'm starting to feel $55 for 225 pages is a bit... underwhelming. Still, I can't wait to read it and find out about the great things that are inside.


Here's the backstory for my character. I hope you'll like it!

The Last Laugh:

Behold !

Ready yourself to hear the strange story of Reginard aep Rhîr, now known as „Farfadet“. Many years ago, a gnome baby was found near a gnomish home in Jovvox, in the River Kingdom of Mivon. The folks living there, having just lost a child to illness, were overjoyed and took the baby in as one of their own, calling him according to their customs. They never wondered about his origins, save for one thing. The baby held in his hands an eerie paper lantern, ever-burning yet flameless. It emitted a slow and sad tune, a fragment of a memory long forgotten. Yet the strangest thing about the lantern was how soothing its presence was to the child, who was surprisingly as full of joy and laughter as the lantern was ever glowing. Reginard’s origins raised many questions among the nosy and talkative neighbours, but his parents chose to shrug those questions off and simply accept the child for what it was – a gift.

As a kid, Reginard was always recognized by his clear, high-pitched laughter. What’s more, he developped a keen interest in jests and pranks of all nature. This infuriated the village elders, who felt that his character didn’t belong in a serious industrious settlement as the mining town of Jovvox. Reginard’s parents didn’t care, truth be told. Their child was their joy, and his mother especially thought it was just a way for the youngster to express how out of place he felt there. Reginard was also a very positive child, and never let anything touch him deeply – he’d keep his bright, friendly smile for good days as much as for bad ones, an embodiment of the proverbial silver lining. Despite his propension for jokes, his are rarely mean ones. On the contrary, his joyful nature and eerie laughter endeavor to bring out the best in the people around him – at least the ones who care for him.

What excited Reginard the most were his long aimless walks in the lush nature of the forests and meadows surrounding his home town. Wanderlust would often take the boy, and he’d disappear for days, taking only his faithful lantern. No one truly knows why this overwhelming longing for nature existed, or what the boy did during these long periods of absence. He seemed to be a loner at heart, sharing few serious matters with his loved ones, preferring a good jest over a clear explanation. One thing he brought back from his wanderings, though, were many trinkets and baubles of murky origins – like him. He’d keep them at all times, in numerous pouches and pockets, finding unusual uses for them.

This was the time he asked others to call him „Farfadet“, as he himself despised his more serious name. He preferred this more melodious name. Why? The only person the gnome confided in was his mother. He told her of his meeting with his forest friends, the brownies, leprechauns and satyrs he encountered many times in his journeys. Was it by chance? Farfadet didn’t seem to think so. He described how the light of his lantern would draw the wondrous creatures of the woods to him – and how the light it cast would reveal their true selves, banishing false pretences and illusions. His fey friends would offer many small gifts to the gnome – one gave him that name, others granted him some of his natural baubles – necklaces, roots, evergreen leaves, petrified acorns and the like. A dryad would speak for hours of the First World, where they originated, and her stories blew his mind away. The fey would offer these gifts to him in exchange for Farfadet‘s many stories, jests, or simply his joyful laughter echoing in the trees. Yet one encounter became even more meaningful to the young boy. He met what the fey called a norn – an old creature living deep in the woods, one that relentlessly deals with the threads of fate. The norn spoke little, but simply called the boy one of them. The words shook Farfadet, who then left without knowing what to think. The young gnome’s mother was surprised, not only by the norn’s words, but also the fact her son would share that with her. She nodded and explained she had always suspected that Reginard was not of this world, but may have come from the First World. Why was he brought to the gnomish town, she would not know, neither about the reason that would compel the boy’s real parents to relinquish him. She could only offer him motherly love. His mother kept the secret of what he entrusted her, for her son was so precious to her.

Farfadet grew up, and started working at the forges as an apprentice, but this didn’t last a week. A prank too many that he played to one of the village elders got him expelled not only from his apprenticeship, but from the town as well. Truth be told, no one in their right mind wanted to employ a whimsical prankster, especially in such dangerous environments as the mines or the forges. Without any regret, Farfadet took his lantern and trinkets, said his farewell to his parents, and left for good. Nature was once more calling, and he knew there was no going back. Thus began his years of wandering. Somehow it appeared that he was walking aimlessly in the woodlands and grasslands, yet a question gnawed at him from the inside – where did he really come from? Who were his real parents? The gnome hoped to find an answer someday, but he was sure of one thing – the answer didn’t matter as much as the way to get there. His lantern in his hand to shed the light of truth, he ventured forth, searching for friends.

The truth, however, proves to be much more ironic than what he expects. Unbeknownst to him, he is in fact, not a gnome at all, though his education and upbringing certainly had him become very close to one. He was born a bastard fey creature, son of a rider of the Wyld Hunt and a nymph, offspring of his father’s deep desire of begetting a child. However, the hunter’s foolish desire was somehow denied by the Eldest known as the Lantern King, as the latter turned the baby into a gnome child shortly after its birth and spirited him away, before his father could ever lay his eyes on him. Was it vengeance ? Was it on a whim ? No one knows, yet the child was gifted by an ever-lit lantern, shedding the light of truth upon all it encompasses – save for one thing, the Lantern Bearer’s true appearance. A delicious irony for the Laughing Lie, patron of laughter, mischief, and transformation. Yet, as norns well know, fate cannot be trumped, even by a being as powerful as the Lantern King. A simple tune, the mourning of a grieving father, found its way across the planes and bound itself to the child’s lantern, like a tiny fleck of hope across the multiverse. Farfadet has somehow felt it in his heart – the tune is like a lingering thread of fate connecting him to his mysterious origins. Who knows what will come of it? Who will have the last laugh in this matter?

Updated character concept (spoilers for the backstory):

Farfadet, The Lantern Bearer

Alignment Chaotic Good
Ancestry/Heritage Fey-Touched Gnome
Background Feybound
Class Thaumaturge (Lantern implement)
Possible Free Archetype Blessed One
Role(s) Party face, support, knowledge holder, keeper of good wits through his (usually harmless) pranks, Out-of-combat healing.

A lantern-bearing thaumaturge fey-touched gnome who was abandoned as a baby near the gnomish settlement of Jovvox, in the River Kingdoms. He has, of course, no clue about his birth, but his aloofness and whismical nature could indicate that he doesn't hail from Golarion. Even the strange, ever-lit lantern he was brought to this world with appears clearly to be of alien origin. Unbeknownst to him, he was actually born in the First World, the son of two feys deceived by the Lantern King, who then had the baby brought to the Material Plane, where his real parents would never find him. The Lantern is a materialization of his tie to the First World, and a token gifted by the Lantern King (or his servant), a sign of the eternal alliegeance to him.

Despite the grim circumstances of his life, the gnome remains positive all the time, although he's often influenced by his origins and the lantern to make mostly harmless pranks to make the world a less boring place. He sees the best in people, and endeavors to bring it out.

Farfadet draws his thaumaturgical powers from the many gifts from the fey : natural trinkets, relics of the First World he uses to channel his supernatural abilities, e.g. Regalia could be a laurel wreath, etc.

He firmly believes that it is a virtue not drawing one's blade to resolve conflict.

First attempt at a character sheet (WIP)


Now to the character business. Please keep in mind that this is only a rough concept of the character, not a definitive background or settled idea.

Character concept:
I'm strongly considering playing a lantern-bearing thaumaturge fey-touched gnome who was abandoned as a baby near the gnomish settlement of Jovvox, in the River Kingdoms (could also work with another settlement, perhaps to tie-in with another character?). He has, of course, no clue about his birth, but his aloofness and whismical nature could indicate that he doesn't hail from Golarion. Even the strange, ever-lit lantern he was brought to this world with appears clearly to be of alien origin. Unbeknownst to him, he was actually born in the First World, the son of two servants of the Lantern King (also called "The Laughing Lie") who were slaughtered by <insert villainous fey faction here>. Another fey (to be determined in accordance with the story) could have saved him by bringing him to the Material Plane, where his parents' assassins couldn't reach him directly at least. The Lantern is a materialization of his tie to the First World, and a token gifted by the Lantern King (or his servant), a sign of the eternal alliegeance to him.

Despite the grim circumstances of his life, the gnome remains positive all the time, although he's often influenced by his origins and the lantern to make mostly harmless pranks to make the world a less boring place. He sees the best in people, and endeavors to bring it out.

About thaumaturgy: he only uses natural elememts/relics of the First World to fuel his abilities. E.g. Regalia could be a laurel wreath, etc.

To sum up:
Concept name The Lantern Bearer
Alignment Chaotic Good
Ancestry/Heritage Fey-Touched Gnome
Background Feybound
Class Thaumaturge (Lantern implement)
Possible Free Archetype Blessed One
Role Party face, support, knowledge holder, keeper of good wits through his (usually harmless) pranks

Other gnome character concepts I've thought of but haven't developped further (please let me know if you're interested in seeing more about one of them because it would fit the campaign better):

- The Verdant Knight, a green-haired gnome champion who firmly believes that it is a virtue not drawing one's blade to resolve conflict.

- The Dreamer, a Desna-worshipping gnome bard with occult powers who travelled to the First World and back, and brought back a musical instrument unknown to this world.

- The Life Font, a gnome life oracle with strong ties to the First World and the Positive energy plane, who overflows with life force... a curse to some, a boon to others.

Any comments are welcome!


Hello, GM Eldest!

I'm thrilled to see a campaign appearing with such a fantastic take, what's more for an AP I've attempted several times to play, with unfortunately little results. Yet what really drew my attention to this specific campaign is the involvement you're asking (of yourself and players), the immersion that will hopefully come from this. Allow me to submit my humble application for this highly promising campaign.

About the player:

My name's Cyril (often found as Lithrac on the Internet), I'm 44 years old and live in Switzerland. English is not my mother tongue, but my "language of the heart", so to speak, one I love reading, writing, and teaching in.

I've been playing TTRPGs since I was a kid, mostly leaning into high fantasy settings/games. I've been a regular GM for my friends and brothers for more than twenty years, during which I've always tried to tailor adventures and campaigns to the characters, in order to achieve what I think matters the most to me - telling a story together. I also have been a dedicated PbP player in PF1e era (2013 to 2016 especially), playing and running through APs as well as PFS scenarios (the latter in trove, often too many at the time, in hindsight). Following the birth of my second child in late 2016, I had to take a hiatus and leave the boards to my regret, and dedicate myself to my family. However, my kids are older now (8 and 6 years old), so I have more time on my hands now, and I am refocusing (yes, I do like puns!) on RPGs, especially PF2e. I'm preparing to GM Abomination Vaults for a group of friends, but the tug of PbP has once more been deeply felt - however with the wish to restrain from running/playing too many games at the same time, and preferring quality over quantity. I sincerely hope that A Realm of Fey and Powers will be a game for me to call home.

About my experience:

I have numerous long-winded experience on these boards, including a full Rise of the Runelords AP, and several partly-completed APs. You can find examples of my more dedicated posts here, here, here, or here.

About this campaign:

As I've stated in the introduction, I feel really drawn to this campaign in particular for its unique take and quality requirement.

The premise of acting within the boundaries of a secret charter for the fey powers that be with the intent to create a realm that creatures of the First World could safely inhabit is a compelling one, and ties beautifully with the idea that I could play one of my favourite ancestries in the Golarion setting to its fullest - a gnome. This specific ancestry reflects how I feel in life about many things - marvelling over the beauties of this worlds, having an optimistic, almost childlike innocent point of view on the world such a character lives in. Gnomes are always focused on a passion of theirs, which could relate perfectly to the gist of your campaign, even more so since they originate from the First World. I have no specific idea at the moment for the class, but I love playing Charisma-based classes. My favourite class in PF1 was Oracle, and a Life mystery Oracle could fit the bill with a gnome in a natural setting brimming with life, mingling with the character's endless energy. Other possibilities could include (but aren't limited to) Champion, Bard, Thaumaturge, Sorcerer.

One of my favourite parts of character creation is writing a background story, of which I could happily provide examples of. I hope you can tell my reading my application that my creativity is already at work, but I definitely think that the creative process can be a shared one. If you find my application interesting, I would be very happy to talk to you about it, either by post or discord if you're open to that.

I also think the quality requirement would perfectly align with my goal to keep a small number of games, but dedicated ones. I've always found hard to develop an intense, thorough roleplay with other players/GMs that don't care too much about it, so my hopes are to find and contribute to a healthy environment where we can really endeavour to bring our characters to life.

Thank you for taking the time to read my application!


Resolving Rissi's save and damage taken:

Rissi's Will vs Dominate: 1d20 + 21 ⇒ (9) + 21 = 30

Does anyone know if she had any other defenses up before entering the room? It would have made sense for her to cast the following spells before entering:
- mage armor (AC is now 25 with BoF)
- see invisibility
- life bubble
- overland flight
- mirror image Images, max 8 total: 1d4 + 5 ⇒ (4) + 5 = 9
- mind blank
I won't include greater invisibility to the mix since it would retcon alot more than just this round.

Resolving attacks (AC 25, 8 images):
- Attack #1 1 is real Rissi: 1d9 ⇒ 9 pops an image, 7 images remaining.
- Attack #2 misses and doesn't pop an image, 7 remaining.
- Attack #3 pops an image (AC-5), 6 remaining.
- Attack #4 1 is real Rissi: 1d7 ⇒ 7. Attack misses and pops an image, 5 remaining.
- Attack #5 misses and doesn't pop an image, 5 remaining.
- Attack #6 pops an image (AC-5), 4 remaining.
Bottom line: 0 damage taken.

Rissi's mind remains stalwart against the rune giant's feeble attempt at dominating her. However, she remains much more susceptible to the oversized arrows that are shot at her. Fortunately her magical defenses make her highly elusive.

Waiting to see if the retcon of the buff spells is okay with EF. I'm open to any suggestions on Rissi's action. I thought that she could wish Miana to be relocated next to Karzoug to allow her to unleash a deadly full-attack on him.


Fantastic news, thanks DMK!


I'd love to play it if possible. If people prefer playing the higher level characters, we can play them instead (though mine is still in a game day game...)


Now that Orders from the Gate has ended, I wanted to ask if anyone's interested in running "Tome of Righteous Repose", by chance?


Healing will be covered. For scenarios that DMK doesn't GM, we'll have Penelope. For scenarios that he GMs, Skarn can be a great backup healer, choosing the Life spirit.


Penelope, Marra, Skarn and Holman are all in the 8-9 range. If Grimaldus and another would join, it would make a rather formidable group.


I would certainly love dedicating a given PC to the group, but we'll have to find a close match on the exp level. Which brings me to suggest that if we go that way (with the level 9ish characters) I could run the All for Immortality trilogy for you once the PCs reach level 12. I'll be playing it in a group that starts very soon.

In this level range, I have:
- Auric, archaeologist bard 7.1
- Tharkan, half-orc bloodrager 7.1
- Jhalan, human slayer 7.2
- Skarn, human oracle 8.0 (once he finishes his current game)
- Ennoia, aasimar archer 8.2 (9.2 once she finishes her current game)
- Ouroboreia, human magaambyan arcanist 9.2
- Shandor, human blaster sorcerer 10.2

... with a strong preference for my oracle, who would get on very well with the rest of the Order from the Gate party.


It's great to play it with a Hellknight in the group, although it changes the final conundrum a little. I have yet to see a group choose the temple of the sky!


Glad to see such positive response! Order is about to conclude (this is the final fight as you may have guessed), so we can definitely see where we go once it's done.


Agreed Rhanloi, one game at a time would sound reasonable, wouldn't it?


Hi everyone,

With the end of Gameday V and the number of PbP games we all have reducing greatly, I wanted to use the opportunity to talk about what our awesome group could become.

First, it should be said that I really enjoy the community that Kludde has put together. Playing together scenarios after scenarios, meeting the same PCs, has really been an excellent experience for me, and I would be sad if it came to a halt.

In a post a few months ago, DM Kludde expressed the wish not to continue to GM all the scenarios in year 8 (also the end of year 7), but to cherry-pick a handful of them so that we could continue playing together. DMK, are you still keen on aiming for that plan? If you are, I'm 100% on board with you.

I thought a few times about this, and wondered "hey, we have a couple of GMs among us, maybe some of the people who aren't GMs yet might want to try it out, so why don't we take turns with that same plan?" Hence my proposal: if DMK and you guys are up for it, we could cherry-pick a few scenarios that we'd like to GM or play and take turns GMing, on a volunteer basis. Of course Kludde would get the first say in which scenarios he'd like to GM (or play if he so wishes), then the rest of us could express our wishes too.

One more thing: whatever the plan is, let's make sure we don't overburden ourselves, but that playing/GMing remains a pleasure for us all!

How does it sound? I'd really love if you could give some input, and hope you're as keen as I am to make that group strive.


Is anyone interested in playing #8-04 Wardens of Sulfur Gulch (10-11 subtier)?

If you are, please report here. We have two spots available.


Is anyone interested in playing #8-04 Wardens of Sulfur Gulch (10-11 subtier)?

If you are, please report here.


No worries DMK, enjoy your holiday!


As a side note, I'll be GMing #7-25 Orders from the Gate, a level 5-9 scenario that we'll play at subtier 8-9. Feel free to join the closed recruitment if you have a character in that range and are interested in playing this one! Link to discussion thread


As a side note, I'll be GMing #7-25 Orders from the Gate, a level 5-9 scenario that we'll play at subtier 8-9. Feel free to join the closed recruitment if you have a character in that range and are interested in playing this one! Link to discussion thread


I've had a good look at the Spheres of Power and I must say I'm very impressed! This had me thinking over my character, and the opportunity to play a Sphere Oracle looks simply amazing and too good to pass up. Thus I'm heading towards a Deva Oracle (time mystery and sphere) with the Skyseeker theme. The full application will be coming in the next couple of days, but I wanted to let you know where I was at.


Yes, the Polyhistor looks amazing! Perhaps it could even lead me to play another class than oracle. Crazy, huh? ;)

My other considered choice so far would be a time oracle, either skyseer or eschatologist, since both themes would fit perfectly.

You spoke about 3pp, but I'm unfamiliar with most of them. You piqued my curiosity with that topic, since it's something I've always disregarded so far (except for adventures), mostly because I didn't know anything about it. Is there anything in particular you could suggest starting with?


Ahh, Equilibrium. That was a very inspirational film! My interest for the martial scientist theme also comes from the completely anti-cliché trope of playing an intelligent fighter (sort of like Roy in Order of the Stick, if you know that online comic), far from the all-too-common dumb brute we're used to see at gaming tables. I also loved the idea of someone able to learn from his fights in a more direct manner.

Besides, one more thing I like about Zeitgeist is that these themes are relatively unrelated to classes. Hence even if the martial artist theme strongly leans towards the fighter class, it is by no means required.

As far as the Pathfinder system is concerned, are you using house rules? Do you make use of Pathfinder Unchained, for example? I found myself really interested in a few of them, including Background Skills. I also appreciated Paizo's attempts to remove the need from the "big six" magical items, but I haven't found a variant I'd loved so far. The reliance on these six types of items is also one of the constraints I've grown to dislike in Pathfinder, since in my opinion magic items should all do something special, and not be "just another +1" in a string of added bonuses. For me, a magic item compendium should feel like a toy shop at Christmas!


I'm hooked! I couldn't stop reading through the guide, and while I haven't finished yet, I can officially state my interest in Zeitgeist! The Skyseer sounds indeed very appealing, but so do Martial Scientist and Eschatologist. I'll need to think things over and see what concept I can come up with.

Investigative sandbox? A mystery to solve? Color me deeply interested!

Black Waters:
I liked Black Waters, it's one of the gems from season 0, especially with the final twist. Have you played its sequel, School of Spirits? I for one loved to return to that very special haunted school.


Hi!

I'm definitely very interested with Zeitgeist, and by reading from your short presentation, you seem like an interesting GM to play with. I'm just downloaded the player's guide and will have a good read through it, but from what I've heard so far (focus on intrigue, less fights but more meaningful ones, steampunk setting), I can safely say that I'm thrilled about it already!

So here's me. I'm a 38 year-old roleplayer from Switzerland, proud husband and father, and dedicating most of my free time to roleplaying. I've been playing for about 25 years in many settings and game systems. I eventually came to D&D 3.0 when it came out, then 3.5E, for which I created my own campaign. I'm a huge fan of the Planescape setting, which I endeavored to bring to life in the 3.5E era. When Eberron came out, I also very much enjoyed that steampunk setting, but I chose to remain a player in that one. I joined the Pathfinder train since beta, first as a player, then resuming my mantle as a GM. I've successfully GMed two full APs (RotRL and CoT) for my face-to-face groups, but the more I GMed, the more I wanted to play too. I joined PFS for that purpose, then ended up GMing in the organized campaign too. I'm a 3-star GM now (very close to 4), GMing and playing in PbP for three years now, with a very consistant rate of posting overall. I mainly play in PFS scenarios, and select my APs with a keen eye. My philosophy is that games need to be kept alive by consistant posting, especially from the GM, but also from the players. By following that simple rule I've nearly always managed to avoid games that would end early.

I like player caster types, with Oracle clearly being my favorite class of the Pathfinder system. I'm not sure I'd like to play one in Zeitgeist (if you'll have me), that choice will of course be based on how the Player's Guide "speaks" to me. While I've never had the chance to play with 3pp, I'd love to try any material you could suggest.

Pathfinder is a system I really like, despite its tendency to grow "heavier" as you reach the high levels. My sweet spot are levels 5-12, but all level ranges have their own specific charms. Lately I've been thinking that too many rules came out for that system, but my conclusion is that you only take what you need and leave out all the rest. I haven't paid much attention to Occult adventures or Horror adventures for that reason, for example.

What's more, something really bothers me in the way the APs are written: the XP system, its connection to killing monsters, and the fact you need X or Y encounters before you level. As a GM, I tend to remove all the fights that are useless to the story, or that don't bring anything to the pace/rhythm of the campaign. I also tend to have my players level at certain points of the story instead of calculating XP. I'm a huge fan of social scenarios (in PFS as well as in APs), and I regret there aren't more of them available. Of course fights can be interesting, but I'm not interested in playing a long string of meaningless ones.

Side note: my favorite PFS scenarios include The Disappeared, The Blakros Matrimony, Temple of Empyreal Enlightenment, The Night March of Kalkamedes, Library of the Lion, and one of the latest additions, Abducted in Aether. My favorite AP instalment is The Sixfold Trial by Richard Pett, from the Council of Thieves AP.

While I quite like Golarion as a whole, it never managed to convince me fully. Of course I love some specific areas (Varisia, Cheliax, the Worldwound, only to name a few), but the setting as a whole isn't the one I'm looking for. Hence, I'd love to try a different setting, especially playing in one I don't know everything about and can discover as I play. I don't know the Zeitgeist setting at all, but I'm looking forward to discovering it!


Brother Chuzz wrote:
Wow! This list is pretty impressive. I'm curious as to why there's no Aram Zey? You included 322 (btw one of the most fun pre-gens I've ever had the opportunity to play). Perhaps you're holding off as you are planning to release a set of minis: The PFS Iconics?

You're welcome to read my review, which include my hypothesis for your question.

TL;DR, Paizo only included characters they already had full-body art for. They left out all the NPCs whose art only show their head. It makes sense from a logical point of view, since a head-only portrait wouldn't look great on the minis. It also obeys an economical concern: extra art costs money, and they didn't want to have Aram Zey (or Kafar, Nefti, Amenopheus, or Yargos Gill) redone as a full-body picture probably because of these extra costs.

4/5

Paizo, you rock. From someone who can't attend GenCon, you have my deepest thanks.


Hi, I've read part of the document earlier and will finish reading it as soon as I get the chance, but so far I'm hooked! I'd love to take part in your playtest.


Fantastic news! You're both welcome to join and report HERE with your desired character. We're currently finishing The Wounded Wisp (still have the final fight to run), so it'll be a few days before we move on to The Consortium Compact.


Actually now that I think of it, the We Be Goblins series are free in pdf format.

-Posted with Wayfinder


To run a pbp module, you pretty much need the pdf of the scenario /module to be able to export the maps. Also, not having to retype the boxed texts is a great boon.

Thus isn't a problem with regular PFS scenarios since they only exist in pdf version, but can be tricky if you want to run a module like We Be Goblins and don't own the pdf version. It's not undoable, but it's definitely harder.

-Posted with Wayfinder


Qstor, I'm sorry but I won't run that trilogy yet, since I haven't played it.

Tyranius, I'll set up a thread so we can start recruiting. Alie, I'd love to run it for you too, I remember you from the King of the Storval Stairs. When do you estimate you will reach 12?

-Posted with Wayfinder

4/5

An old new question: "Does the Spirit Guide Oracle archetype allow someone to add arcane spells to their list of spells known via the Arcane Enlightenment hex"?

Archetype wrote:

Bonded Spirit (Su): At 3rd level, a spirit guide can form a temporary bond with a spirit, as the shaman's wandering spirit class feature. She must make this selection each day when she refreshes her spells. A spirit guide cannot bond with a spirit that is incompatible with her alignment, ethos, or mystery (GM's discretion).

A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects.

Arcane Enlightenment wrote:
Arcane Enlightenment (Su): The shaman's native intelligence grants her the ability to tap into arcane lore. The shaman can add a number of spells from the sorcerer/wizard spell list equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells, she must have an Intelligence score equal to at least 10 + the spell's level, but the saving throw DCs of these spells are based on her Wisdom rather than Intelligence. When she casts these spells, they are treated as divine rather than arcane. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells with a new spell from the sorcerer/wizard spell list.


I will be at the GardenCon in Geneva from Thursday 11th to Sunday 14th August, with little time to post. Please bot my PC during that time.


Thanks, DMK, looking forward to part III!

As for GardenCon, I hope you'll be able to come next year, I'd love GMing for you again (or have a game GMed by you live).


I've already played The Sky Key Solution last year, and will play Maestrom and Ire this summer at GardenCon. Are you coming, by the way? I haven't seen your name on the roster, hence a sad Lithrac...


Indeed! Thanks :)


Thanks, everyone! :)


Secret Wizard wrote:
Iron f%@$ing Will.

This. All my slayers get it sooner or later, thus helping with the class's most blatant weakness.

Do you know what's worse than a dead archer? A charmed archer.


Hey everyone! I wanted to let you know that I'm a father for the second time since last night! Posting may be a little hampered for a couple of days, then will return to usual, I expect.


I'll be asking for your patience until the next update, as a happy family event is currently underway. Our stay at the hospital may last for a bit. Hopefully good news are coming soon.

-Posted with Wayfinder


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Mighty thanks Shifty!


Dotting for great interest. PMed you with some questions.


Congratulations to all those who made it! Good luck guys!

Black Tom, if any of you melee combatants drop out, Lithrac Stonebeard will be ready for your call.


Sure, it works for me as well.


Outstanding! Here's my submission, then.

Lithrac Stonebeard:

Male dwarf (Pahmet) fighter (unbreakable) 1
LN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 17 (1d10+7)
Fort +6, Ref +1, Will +4
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee falchion +4 (2d4+4/18-20)
Special Attacks hatred
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Statistics
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Str 16, Dex 12, Con 16, Int 12, Wis 14, Cha 7
Base Atk +1; CMB +4; CMD 15 (19 vs. bull rush, 19 vs. trip)
Feats Diehard, Endurance, Iron Will, Toughness
Traits ruthless, sphinx riddler
Skills Acrobatics -3 (-7 to jump), Bluff -2 (-1 against Sphinxes.), Climb +3, Diplomacy -2 (-1 against Sphinxes.), Knowledge (dungeoneering) +5, Linguistics +2, Perception +2 (+4 to notice unusual stonework); Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Ancient Osiriani, Common, Dwarven, Sphinx
Other Gear scale mail, falchion, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, trail rations (5), waterskin, 41 gp, 1 sp
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Special Abilities
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Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

The plan is to go for Fighter 5 (maybe with a dip in unchained barbarian), then LM. The gear could use more work, but I've got the basics covered in order to submit the character.

As a Pahmet dwarf, Lithrac is a native of Osirion. Seeking self-perfection, he has ventured to Wati in hope of meeting a Sphinx who could help him achieve his potential.

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