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10 posts. Alias of Xzaral.



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Silver Crusade

This Sunday or Skull and Shackles game should be ending and we'll be starting Curse of the Crimson Throne the week after. The players have been working on the group and agreed to a half-orc martial theme to it. Thus far it looks like the players will be:

Swashbuckler focusing on Dirty Tricks
Bloodrager with a polearm
Shield Champion Bralwer
Paladin (the healer)
Urban Ranger specializing in bows

I've been looking at potential concerns for a group like this and the big ones I see right now are:

Healing
Debuff Removal
Crowd Control
Magic

To help the healing party I'm thinking of making it so that anyone can use a Cure wand outside of combat. That way they aren't packing around 2 tons of healing potions everywhere. I'm not sure about other wands though. I figure for things like ability damage they can use potions and whatnot to cover for. Crowd control, well most of them will be decent at maneuvers. Magic is one problem to overcome but I'll be adapting encounters to fit the group.

Question is does anyone have any other good advice for a martial heavy group like this? I feel like I'm overlooking things but can't place a finger on it.

Silver Crusade

I'm trying to find an item that grants the ability to speak with animals but can't seem to find one. Does anyone know if one exists? Thanks!

Silver Crusade

Looking for suggestions on how to price an armor special ability.

I have a oread druid in my game who uses the crystalline form alternate racial trait and has Wild armor. He spends most of his time wild shaped and was wanting to retain his crystalline form's ability while wild shaped. SO the ability would look something like...

Oread crystal armor - This ability when applied to armor allows an Oread to retain the benefits of his crystalline form when under a polymorph effect.

My initial thought was to just make it like two or three thousand GP flat cost since it's so very specific. Suggestions on this?

Silver Crusade

So we're going to be finishing up Mummy's Mask in a few weeks and are considering options on what to do next after it's done. There's been quite a bit of back and forth talk about what to do and a couple of us are wanting to do something a little more science fiction like. The problem is we've done so much D&D and Pathfinder over the years good science fiction settings have escaped us.

Now science fiction is of course a very broad category, and is one of the things we're discussing is what type of sci-fi to play. We're pretty open to any suggestions on any type right now.

Silver Crusade

Trying to keep things generic to avoid spoilers.

So this Sunday my PCs are going to be traveling by boat. They will be getting ambushed. Ambushers will include a sorcerer mounted on flying creature. I plan to have wizard and mount fly in using the sun to help hide their approach, but I'm having trouble deciding the DC on the perception rolls to spot him. It will be daytime. Not sure if levels matter but the PCs are 8th, the sorcerer is 10th. Any advice on how you would do it? The wizard will probably begin his own assault at about 800'ish feet (long range for him to begin softening them up before he approaches closer).

Silver Crusade

Mechromancer Google Doc

Some Background Information

So after we finish up our Mummy's Mask game we were thinking of playing Iron Gods. A friend of mine running it, some of us were discussing character ideas and I liked the idea of running an engineer type character with a robot pet similar to Gaige from Borderlands 2. So working on this idea I originally thought just to take a summoner and change the eidolon to a construct, but after working with my friend I kind of came up with this revised class.

Some notes about it

I originally started with the summoner as a base idea and went from there. A few big changes.

  • The eidolon I changed from outsider to construct (robot) (welcome any different ideas on the name for the pet)
  • I swapped for the Magus's spells per day and made Intelligence the casting stat
  • I removed the summon monster ability and added a pool ability
  • Modified the eidolon affecting abilities
  • Modified the spell list
  • Gave bonus feats to help ensure abilities at every level

Why I'm posting it

Basically looking for any ideas or insights on it, any exploits/loopholes that exist on it, and just balance concerns. At this point four people have looked at it, and we're not sure we've covered everything.

The big things I'm looking at right now are a capstone for the class, any changes to the spell list, the bonus feat list, and thematically appropriate modifications (what I renamed evolutions to). Enjoy!

Silver Crusade

As a reminder from the title there will be spoilers for Book 3 of Mummy's Mask so please stop reading if you don't want them.

Also if you're my player's and have discovered this thread, get out! This is to make things more fun, your impending demise is scheduled for later.

So here's the situation. I've done a remarkable job of having Deka An-Keret foil their attempts at getting access to the point the player's have jokingly talked about removing her. My player's are heading to the Dark Depository (third library). They were trying to find it, and ended up asking the curators when I mentioned it as a possibility (also to my surprise). They were going to ignore access, but when asked why they would even needed it I mentioned things like the Ceustodaemon just to inspire some paranoia. So they ended up trying to talk to Deka again, who of course declined and resulted in them asking Muminofrah. One dire crocodile hunt (and murder attempt by the Cult) and they're in.

Now here's where things get tricky. I had Deka readily provide access to the PCs this time at Muminofrah's order as a sign of how well they've done with Muminofrah, hinting that she had a talk with Deka. They had some really good rolls and have gone out of their way to support her. I was trying to reward good roleplaying. This fell out because, not putting 2 and 2 together myself, I had the assassins strike that night as they were leaving the library. DOH!!

Simply put they surmised that Deka hired the assassins before they even started questioning the one they took alive. Also they are seeking revenge a little more zealously than I thought. They interrogated the assassin and I winged it, they found out who the intermediary that hired him was and through some more rolls managed to have the ninja disguise himself as the assassin and collect the payment for their own kill (hey, I was in a panic here!). They are now watching the seedy tavern he used as a base and I had Deka's aide be the one who arranged the assassination and meet with the intermediary for completion of the task. The PCs themselves are currently hiding out in town.

The PCs plans are being discussed, but mostly seems either to blackmail Deka, spy on Deka using the Aide, or simply kill her and hope they can get away with it. I believe they are leaning on the converting the aide to their side right now. I'm looking for ideas on how to proceed. My current thought was to make the aid a high level bard/rogue type with bluff and try to bluff their bluff (too many bluffs there), though I've kind of established her as a cleric already at this point. Any other ideas on how to work this one out?

Silver Crusade

So after a bit of weirdness (not all on my own part), my tiefling musketer master in my home Skull and Shackles game has acquired a monkey cohort, awakened, that I will be statting out as a Spellslinger. I have some ideas on how to build it, but I'm slightly concerned on survivability right now and would appreciate any advice.

Role wise, I plan for the monkey to help fill the arcane caster spot in the group but in a utility role. While yes Wizard alone would probably cover it better, the spellslinger aspect is for flavor (I'll add that below in a spoiler).

The moneky will get the following stat adjustments, and will be using 15 point buy: -8 Str, +4 Dex, -2 Con, +0 Int, +2 Wis, -2 Cha.

Approximate level will be 7-9th to start.

It will only begin with the base spells known, I'll have to add the rest. Also it's starting gun for spellslinger. No other gear (I'll have to purchase or find anything I want to give it).

Schools: I know I want to keep Transmutation. Evocation is kind of a given for this, I believe. Probably Conjuration and Necromancy as my last two, leaving Divination, Enchantment, Illusion and Abjuration as opposed schools. I'll probably free up one of them at level 9 with Opposition Research.

Feats: The only one I know for sure is Toughness for the hit points.

So any advice?

Why a monkey (S&S Spoilers):

So why a monkey? Well, my tiefling has been played out as being somewhat jealous of other character's companions for awhile now. I became jealous of someone's parrot and tried to take that as a pet. I've acquired a sahuagin egg and locathah egg, which I'm in the process of hatching. I tried calling dibs on a manticore to train as a mount, but it died hitting our deck when I brought it out of the air (resulting in it becoming an undead minion of our cleric of hanspur). I tried claiming one of the cleric's undead minions, but that didn't work of course. All in all, it's kind of a joke.

The one pet I have acquired is Fipps, one of the people that attacks you early. He managed to survive, and him and my character have some bad blood (after he caught me robbing the quartermaster and managed to convince enough people it was him to get him beaten for it, which was in retaliation for him trying to kill us). So when we mutinied, I wouldn't let him join us. Instead we've kept him locked in the bilge manacled, with handwaved 'bad things' being done to him by my character.

Fast forward to the island you get for the party with the pirate council. We were clearing it when we encounter some crazy wizard with a monkey familiar. The wizard was subdued fairly quickly, and brought onboard our ship. But I managed to wrestle the moneky before he escaped. So since then my character's gotten it into her head to make this monkey her friend.

Speaking with the DM, the monkey is already a little unstable from being the crazy wizard's familiar. Also it has a little talent for magic for the same reason. So I'm paying to have it Awakened (and getting points with the Master of Gales in the process, long story there). It's going to get tutored in magic, and with it's former life the DM says it'll go quickly. Plus I'm training it to use a gun.

There's quite a bit more to the story, but this is the basic idea of things.

Silver Crusade

So I'm trying to build a Brawler for PFS, and I've come to the realization I have no idea what I'm doing.

I've been doing the research, and this is what I'm seeing right now. Note I'll be applying two GM Chronicles to is, so it will have 2XP, if that helps any.

Race: Human (I did consider Angelkin Aasimar).

Str 14+2
Dex 14
Con 14
Int 14
Wis 10
Cha 10

Featwise would be Belier's Bite and Combat Expertise. I figure by taking Combat Expertise early it would open up a bunch of the Combat Maneuver feats when using my Brawler ability. And Belier's bite just seemed too good to pass up.

My plan for advancement is to go for Tiger Style, so I'll be maxing Intimidate.

One thing I'm worried about is not being effective without Power Attack, plus my strength is only a 16 to start. I think Belier's Bite will help to make up for that, but still a concern.

I plan for the following
lvl 2 - WF Unarmed
lvl 3 - Tiger Style
lvl 5 - WS Unarmed

From here not sure yet. Also considered Boar's style, but wasn't sure how good that would be either.

So really looking for any suggestions on how to go from here.

Silver Crusade

So it was brought up today in my table top group. Suppose you have an undead creature you animated, which gets destroyed. Can you then recast animate dead on it to bring it back?

Silver Crusade

All righty, I'm currently playing in Skull and Shackles with my table-top group. My character is a Tiefling Gungslinger (Musket Master) and just recently hit level 5. As it stands right now I'm already pretty strong. The barbarian is the only one who reliably outdamages me in the group, and I can do it at range, so not too concerned, but I've begun to have issues with misfires. A standard part of the gunslinger, but thought I'd look to find out what advice and abilities are out there that I haven't found.

Str 10
Dex 19
Con 14
Int 12
Wis 16
Cha 10

Feats
Rapid Reload (musket) - Free from archetype
Point Blank Shot - Level 1
Precise Shot - Level 3
Deadly Aim - Level 4 bonus feat
Rapid Shot - Level 5

Right now I'm using a +1 musket, +1 chain shirt, Tidewater Cutlass, Bracers of archery (since I'm the only range, he's letting those apply to my firearms, lucky!), and Besmara's Tricorne.

So right now at the future I'm looking at getting a reliable enchantment added onto my gun as soon as I can afford it which will reduce the misfire down to 2 when I use paper cartridges for quick reloading or 1 for 1 shot. I'm trying to decide on feats though otherwise. I thought about doing the Vital Strike chain so I could get off one good shot (less chance of misfire that way), but the reduced damage is hard to argue for. There is the Dead Shot deed at level 7, but not sure if that combines with Vital Strike or not. If I did go that I'd pick up signature deed at level 11 probably. I do plan to pick up distance on the gun as well, and greater reliable depending on when I can afford it (the level 13 musket master ability might make it moot).

Any advice would be appreciated.

EDIT: Correct level 5 feat from rapid reload to rapid shot. Doh!


King of Talingarde

Here's for discussion guys out of character.


King of Talingarde

In the kingdom of Talingarde, many crimes may send you to Branderscar Prison, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived. You were held down by rough hands and branded upon the arm with a runic F. The mark signifies ‘forsaken’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Iomedae and her chosen mortal vassals.

Condemned, you face at best a life of shackles and servitude in the nearby salt mines. Others might await the “gentle” ministrations of the inquisitors so that co-conspirators may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Branderscar to face the final judgment. In three days, the executioner arrives and the axe falls or the pyre will be lit. Through fire or steel, your crimes will be answered.

You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the forsaken are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. At Branderscar, justice comes swift and sure.

Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? Who from your former life would want anything to do with the forsaken? Despised, alone and shackled – all that you can do now is await your doom.

For each of you, your old life is over. For each of you, hope is a fading memory. For each of you, justice will be fairly meted. And who can blame fair Talingarde after what each of you has done?

The three of you recall the events earlier in the day.

The prison creaks as you are rolled along. A chill wind whips around your bodies, a telling sign you are near some body of water, though you cannot see it. Your heads have been covered in hoods, your mouths gagged. Iron shackles bind your hands in front of you, attached to the floor of the wagon, while another pair of shackles bind your ankles, keeping your stride short. The only clothing you wear are rags that were provided you shortly after your capture.

The wagon stops for a moment, and you hear one of the men guarding you speak to another, though the words themselves escape you. The sound of an opening gate can be heard, then the wagon moves forward, taking you to what can only be your home for the next three days, Branderscar Prison.

The wagon stops just a short distance in, the cage heard to be unlocked. The guard can be heard speaking, "Bunch of bloody criminals", "they'll get what's coming to 'em", "keep an eye on 'em". The cage unlocked, rough hands come in and drag the four of you out, sharp tips that can only be swords prodding you onwards.

The three march single file, blind and shackled, the only guide the taunts of the guards, as you are lead into what must be a building. Rounding a corner, you feel an opressive heat wash over you as a rough voice calls out, "It would seem we have some new guests. The first thing we do here is your initiation." Several of the guads start to chuckle at his statement.

The first of the prisoners is brought forward. "Take a look boys, this here dwarf ain't no normal dwarf. He's a Duergar, down from the Darklands, up here trying to purchase good Talirean folk as slaves. You know how we handle scum like this?" With that, he pulls a brand out of the forge as the guards extend out your arm. He shoves the brand into your arm, leaving the imprint of a runic 'F' there. "Forsaken like you, marked for life. However long that'll be."

The Duergar is dragged away as the next is brought forth. "This here boys, she comes from under our feet even lower than the last scum. A dark elf, pretty little thing. Wonder what her head will look like when the thing it's attached to is snapped for the murderin' #%$^@." As before, her arm is extended and branded by the guard.

The last of the prisoners is led forward, a goblin. "I'm sure you all know what this is. The little firebug burned down a building the drow was escaping. Apparently the little bugger has taken a liking to her. Well, let's see how he like a little burning." The final prisoner is then branded.

"Take this lot away." The three of you are taken away, led up a flight of stairs. You can hear the sound of a cell opening, where the four of you are led inside and locked up. Your hands are attached to the wall's behind you, and a chain on one wall is looped through your ankles, binding the four of you together. You are able to sit. When all are secured, your masks and gags are removed, your first signs of your new accomodations. As your eyes adjust, you see the three of you are in a cell. There is a strange, very large doorway off to the right.

Several guards stand outside the cell, one of them the man who performed the branding. "My name is Seargent Tomas Blackerly. I'm in charge of these soldiers here, and I plan to make your next three days miserable." With that he turns and leaves the cell, only two guards left by the far doorway.

At this point you may start discussing with each other before I move the story along. I'll be placing a copy of the map on the Campaign Info tab. I took a couple liberties with the opening, if there's anything people don't like, let me know and I'll retcon it.

Silver Crusade

1 person marked this as FAQ candidate.

I was having a discussion with a friend, and they stated that an alchemist can use an extract on another person as a standard action (if they have the infuction discovery) in the same way you cast a spell on someone else. For example. An alchemist could use a move action to move behind the fighter, then use a standard action to use an extract of CLW on the fighter.

I've been unable to find anything that says this is true, but he seems adamant it exists. I couldn't find anything on the PRD, D20PFSRD or forums to agree with this, and figured I'd start a thread about it.

Silver Crusade

So I've been convinced to run our next campaign as Carrion Crown over VTT. One of the questions I've been asked is if there's time for crafting in this AP? Since I still haven't gotten very far in reading, I figured I'd find out from others who have run it so I can at least answer that question while the party is being worked out. Thank you in advance for responses.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1
Some History wrote:

Emerald City is located in the Pacific Northwest of the United States near the Atlas Mountain range, a quiet, humble neighbor of Seattle, Tacoma, and Portland. Founded on Malory Bay, it’s been best-known to fishermen (by trade and by hobby) and lumberjacks through most of its history.

The anglers and all others who venture there find a cosmopolitan place, befitting a gateway to the Far East, including a large, old, and influential Asian population who sought refuge from other, increasingly exclusionary, areas of the Pacific Northwest during the late 1800s. A century later, Emerald City is still graced by a large Eastern District and a “Jadetown” area sizable enough to rival San Francisco’s Chinatown.

Today, first-time visitors are greeted by twin giants: one a monument of God’s creation, and the other of man’s. The dormant volcanic peak of Mount Stanley has framed the city skyline from the start, and in 1968 was joined by the Emerald Tower, looming impressively towards the heavens.

In the last two decades, Emerald City has grown almost exponentially, becoming a true boomtown. The city proper is quite large, surrounded by a number of expanding suburbs and bedroom communities. Driving this growth was the establishment of MarsTech, Inc. (MSTI on the New York Stock Exchange) by the flamboyant plutocrat and techno-wizard Maximilian Mars. As MarsTech and other high-tech companies flourished, so did Emerald City, transforming the once-sleepy burgh into a leading center for the computer industry and other high-technology businesses.

Nothing marks Emerald City newcomers more than making a Munchkin joke in public. They think it’s clever, but to longtime residents (and in truth) they’re just being punch-ably obvious and annoying. It’s all an understandable offshoot of the city’s 70-year-long love/hate relationship with The Wizard of Oz. There are many businesses and
organizations that work overtime to avoid any association with the classic stories and legendary film, while others embrace the eponymous association wholeheartedly.

Those who revel in the city’s L. Frank Baum connection with the enthusiasm of flying monkeys successfully lobbied to have the open-air walking mall in the downtown shopping district dubbed the Yellow Brick Row. There, the street is indeed bricked just as advertised, duly painted yellow every year on the official birthday of the city, August 27th.

For years, things in Emerald City were stable, dependable. Sure, times were tough when the lumber and paper industries took a hit, and again when fishing and farming suffered, but they got better when the tech boom arrived, and companies like MarsTech, USNet, and Brande Management brought new jobs and new opportunities. Rapid development brought its own growing pains but, still, Emerald City didn’t have alien armadas filling the sky, or mad gods trying to turn it into a Hell on Earth.

Unlike Freedom City, Emerald has never had more than a few scattered costumed champions over the years, and none that stuck around long enough to make much of an impact. To most local residents, it’s just one of those things–-like how the city’s never been able to attract an NBA franchise.

Emerald’s skies were free of flying figures, but also of aerial battles. There were a few costumed types now and again, but not so you would really notice. Things were stable...

Today is another peaceful day in Emerald City. The sun shines brightly in the sky and the Yellow Brick Road is lined with people out enjoying the day. People out rollerblading down the street as others visit the local stores to do some shopping and still more sit at some of the local eateries or food stands enjoying a meal. All together a truly pleasant day where nothing could go wrong...

I'd like to start with everyone posting a quick 'what would you be doing' post. For those of you who plan to gain your super powers from the Silver Storm, you should be out on the Yellow Brick Road shopping district.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

All right everyone, I'll be doing an audit of stats and will post anything of note. I'll try to have the first gameplay thread up by Monday, but would like to get any potential issues resolved first. Feel free to dot!

EDIT: Also just wanted to mention another (and more important) reason is so I have a good idea of what everyone's capable of mechanically. I am pretty new to M&M and this helps me learn all the powers and whatnot.


Introduction

Hello everyone! I'm GM Xzaral and I've decided to run a Mutants & Masterminds 3e adventure! Specifically the Emerald City Knights adventure chain.

What's it about?

This adventure chain is a series of 6 adventures and a prologue set in Emerald City, a pacific northwest town in the World of Freedom. It starts after a strange silver storm which continues on, introducing the heroes to each other.

What do I need from you?

I'm looking for 4-8 players of PL 10. If you need help with the rules, there is an srd for the rules. Feel free to post concepts below or send PMs with additional questions.

If you like, the silver storm that occurs can also be a source of how you gain your powers if you choose to take it.

And just to clarify, this will be PBP format.

Some more stuff

Some background information about me. I should note that I'm not an avid comics reader. Most of my superhero lore comes from various shows and movies that have come out over the years, most notably the Justice League. Please keep that in mind when explaining concepts to me if you choose to use examples.

Posting may be sporadic. I will try to maintain at least one post a day, and expect the same, but will not always be able to meet that.

I'm still pretty new to the M&M system, and haven't actually had a chance to play it yet. If others are new, I'll do what I can to help.

That's pretty much it. Let me know if there's anything you need to know or any questions?

EDIT

I plan to keep recruitment open until the 26th at 21:00 CST. I will try to make my selections by 21:00 CST on the 28th (or earlier). I do reserve the right to close early or later if I so choose though I will try to offer 24 hours notice of this.

Silver Crusade

It's only 1gp, but a friend and I had a question. When you buy a bow, does it come with a quiver of arrows or do you have to buy one to start with? If it was a home game, I could see it being handwaved or not, but as it's for Pathfinder Society, had to ask.

And yes, I know it's only 1gp.

Silver Crusade

This is something that seems to have come up a couple times recently and I haven't been able to find a specific rule to cover it.

If you have entangled a creature/character with a net or lasso, what kind of check/action would it be to pull that creature towards you? At this point I'm using a standard action to pull with an opposed CMB/CMD to do so.

Silver Crusade

So the pathfinder campaign my friend is running is probably going to be concluding soon and I'm looking at possible characters for the next campaign. Looking at magus archtypes, I liked the flavor of the Kapenia Dancer, but it seems to me that the archtype gives up more than it gets back and wasn't sure if I was missing something about the archtype.

So I'm looking for advice on how to build one effectively. 20 points I believe is what we'll start with.

Silver Crusade

A question regarding Pathfinder Society. What would the legality in Society play be of a person having the same character in two different play-by-post Society games at the same time?

And while on that topic, what would the legality be of participating in a table-top Society game while that character is invested in a play-by-post?


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Here's the Gameplay thread. Feel free to dot away.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Here's the Gameplay thread. Feel free to dot away.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Here's the discussion page for Blue Team. Go ahead and introduce each other.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Here's the discussion page for Red Team. Go ahead and introduce each other.

Silver Crusade

As an example, can a fighter who has been disarmed take his heavy shield, grasp it in two hands, and bash with it that way for purposes of 1.5x strength and increase power attack damage? I find nothing specific that prevents it. Thanks in advance!


I have decided to run a second Pathfinder Society group PBP on these forums. For this group, I plan on running the Temple of Empyreal Enlightenment Tier 1-5 adventure. I plan on taking 6 players for this adventure. I will keep recruitment open until I have 6 characters ready to go.

Rules

As this is a Pathfinder Society game, the Pathfinder Society rules will be used. These can be found in the Guide to Pathfinder Society Organized Play.

This is a Tier 1-5 scenario, so characters of levels 1-5 will be accepted. If the character has previous Pathfinder Society experience, I will need to be able to review the previous chronicle sheets. I'll leave it up to each person how to do so, though I can offer recommendations (I personally use Google Docs and link it in the Alias).

Experience

I don't mind teaching new players, if they wish this to be their first scenario with the Pathfinder Society. Please include that in your submission so I am aware. Everyone has to start somewhere.

Requirements

I expect people to be able to post once a day weekdays, and preferably at least once on weekends.

Battles will be run from Google docs, so the ability to access it will be required. Here is a test map to see if you can view it, and move the tokens.

During combats, Each person will have 24 hours to post from the time their turn comes up. Failure to do so will cause them to delay until able to post. This is not a rule I enforce often, but mostly used in cases where I don't hear from someone for awhile and need to keep things moving.

I will generally roll saving throws and initiative to help keep things moving, as well as other as needed rolls (Such as Perception or Sense Motive). I also tend to use gated spoilers depending on the circumstances.

Chronicle's will be sent via email, so I will need an email address for each participant in addition to their Pathfinder Society number and character slot.

Feel free to ask any questions not already answered and to go ahead and submit away.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Opened in case you would like to Dot


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Here's the campaign for First Steps Part 3. At present first dibs will go to the group who participated in Part 2, which includes the following

Astarton Columbridge
Jericho Daskin
Daniel Von Dorn
Talor Blackstone
Amadeo Noskero
Wuse Guy

So far Astarton and Jericho have confirmed.

For anyone not listed above reading this and wondering, if I don't hear from any of the others, or they decide not to participate in Part 3, I will open a recruitment to replace back up to 6.

Silver Crusade

As title says, what races are now playable via boon? Just curious.

Silver Crusade

So here's the scenario. In one of my tabletop games I'm running, we have a cleric. A discussion came up where they encountered a large number of foes, and while they were dropping them into negative HP, they weren't dead. During this combat the cleric channeled a couple times to heal the party. And while he did have selective channeling, he targeted conscious foes to omit. Afterwards during our discussion I mentioned me not bringing them back up, and after abit I stated that next time I would start keeping track.

So I did. When the cleric channeled, I had been keeping track of the enemies, rolling stabilization checks and all that, and when the cleric channeled, it brought up four of the previously defeated foes. After a short discussion, I let him rescind the action and we played it out.

Now here's where my question is. How do other groups handle these situations? While it seems more in-line with the rules to keep track of them, here's the problems I encountered.

1) Keeping track of the foes was abit more time consuming on their actions. It did eventually involved 23 enemy combatants (attacking in waves), where I had to note where they were at HP, roll stabilization checks, etc.

2) Keeping track of positions. Normally we remove a defeated foe from the board, but I was keeping track of their positions in my notes so I knew where they were at. This also consumed time, and the players felt it was unfair since while they didn't know who was alive/dead without checks, they could at least figure out where the bodies were.

Between both of those it felt like it overcomplicated the game. So curious of other people's opinions.

Silver Crusade

Must have it!

Silver Crusade

A couple questions on this I couldn't find a definitive answer to.

1) Do Spiked Gauntlets still allow somatic spellcasting?

2) Do they count as armor for Arcane Spell Failure?

3) If so to #3, what are their Arcane Spell Failure, and what size armor are they for purposes of negating it (for classes like Bard, Magus and Summoner)?

Thank you.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Only the luckiest or most influential Pathfinders receive invitations to Amara Li’s annual Snapdragon Festival celebration, and wise recipients take advantage of them. The aroma of blooming orchids and flowing wine mixes with the acrid tang of recently exploded fireworks, and the sound of strangely discordant music comes from a duo of Tian women playing an unusual stringed instrument and a reed flute. The crowd mingles calmly, most guests clearly hoping to be seen more than actually paying attention to those with whom they converse, though the plum wine seems to have affected many who now move about the lodge’s grounds waving sparkling wands of fire and shooting whirring, whizzing fireworks into the sky above the koi pond.

If you wish to take any preparations before the party, let me know. Also let me know if you choose to bring weapons/armor/adventuring gear with you. To confirm, this takes place in the city of Absalom. Let me know if you have any questions before arriving at the party.


Male Demigawd Nerd 5, Dungeon Master 6, RPGA GM 2, PFS GM 1

Here's the discussion thread for PFS First Steps part 2. Make a post so I know everyone's here, using your alias. Just a warning, in 48 hours, if I don't hear from you, I'll begin to look for a replacement.


This is a recruitment thread for Pathfinder Society's First Steps series Part 2 - To Delve the Dungeon Deep. Thus far I have two PCs who finished part 1 and would like to continue (a paladin and an alchemist). Thus I am recruiting 4 more individuals for Part 2.

Rules are Pathfinder Society, level 1. If you have any questions, let me know and I'll do my best to help you out. The first four with completed characters I will be accepting. Thank you in advance.

Silver Crusade

Anyone know of a good map program? Specifically for mapping a city, though I'll look at anything. Free would be best, but I'll settle for cheap. Of course the definition of cheap varies, so if you know of a good one, I'd appreciate the suggestion.

Silver Crusade

Was thinking of reading through the Pathfinder Tales, but was curious if there's any specific order I should read them?

Silver Crusade

When I make up names for things like Spellbooks, I tend to use Google Translate. But I wasn't sure what language would sound good for a Samsaran spellbook. What do others think?


King of Talingarde

Don't dot us, we'll dot you.


King of Talingarde

Ready, set DOT!


King of Talingarde

This thread will be the OOC discussion thread for members of The Second Parchment. These include:

Price - stormraven
Cain... - Ebel TheQuiet
Xanos - Doomed Hero
Kalina Jakes - the_infidel
Gwyndolin Maulsen - AdamWarnock

Feel free to dot and we can start to finalize chracter backgrounds and mechanics.


King of Talingarde

This thread will be the OOC discussion thread for members of The First Parchment. These include:

Morthos "The Malevolent" - Javell DeLeon
Haruk - Monkeygod
Beatrix - Count Buggula
Alazandru Viorec - Alexander Kilcoyne
Bostarg Halvardonwine - Mark Sweetman
Arvandes Ghael - Steven T. Helt

Feel free to dot and we can start to finalize chracter backgrounds and mechanics.

Silver Crusade

About 3 hours ago I became unable to access the paizo websites from my home computer. I am able to access from my phone, which I'm on now. I've tried reseting the network, using another pc, my iPad, and my phone on WiFi. I've also tried internet explorer and Google Chrome. So far I still can't access it. All other sites seem to work finen. Any ideas what else to try?


"Hail, Villainous scum of Talingarde! I am Markadian V, King of Talingarde!! You lot have been arrested for crimes against our soverign nation, protected under the watchful eye of our beloved Iomadae! By her will, you have been sent to Branderscar prison, where in 3 days time, you shall all be given to your fates. In 3 days, be it by axe, by rope, by fire, or a lifetime of servitude in the salt mines, judgement shall be thrust upon you. In 3 days time, your story will end, and this evil shall be defeated."

Welcome to Way of the Wicked: A Knot of Thorns, an AP designed by Fire Mountain Games. In this adventure, you take on the rolls of condemned criminals who, in three days time, will be sentenced to your final fate. Your goal? Escape, and revenge upon Talingarde.

First, A little about me:

A few things I should mention, this will be the first AP I've run on these boards. As such I cannot guarantee the quality of it. But hey, we've all gotta start somewhere. I started PBP November last year, and would like to contribute back to the community.

As far as GMing goes, I've been doing it for 18 years so I have abit of practice. I'm also running this game for my tabletop group, who have enjoyed it immensely thus far (almost done with book I). I hope my style works out well for those selected.

If you have any questions, please feel free to ask.

Character Creation:

First a note. I plan to set this in Golarion. How much Golarion will play into is should be minor. This is mostly to have a fully fleshed out pantheon available to use, as well as additional resources and flavor to be had. I will be changing references to Mitra as appropriate (mostly Iomadae or Sarenrae).

Ability Scores: Ability Scores will be determined by either the Focus/Foible system or 25 point buy. Under the Focus/Foible system, each player will choose one stat to be an 18 (the Focus), and another to be an 8 (the Foible). Afterwards, each stat will be rolled in order by a 1d10+7 roll. If you would rather use the point buy (or just don't like your rolls), please go ahead.

Races: All races from the Core Rulebook will be allowed. Races from other sources may be allowed on a case-by-case basis.

Classes: All classes from the PHB, APG, UC, UM will be allowed, as well as all Archtypes. If playing something unusual to Talingarde (such as a Ninja or Samurai), a good backstory should be presented.

All classes are permitted except the Paladin. Paladins do not walk the Way of the Wicked. A few classes require some special consideration below.

  • The Anti-paladin from the Advanced Player’s Guide is well suited themetically for this campaign. Alas, the class requires a chaotic evil alignment which is not permitted. Thus it is recommended that your GM allow the house rule “The anti-paladin may be of any evil alignment”. Further, the anti-paladin may have cohorts, followers and henchmen who are of any evil alignment instead of the usual “chaotic evil” requirement. Also, a lawful evil anti-paladin may not use their fiendish boon to add the ‘anarchic’ property to a weapon. Instead, they may add the ‘axiomatic’ property.
  • Assassins are a great choice for this campaign. Subtle killing can potentially be useful again and again. Yes, this is a prestige class not a core class. But it’s a great prestige class to be working towards at level one.
  • Barbarians can be a good choice, but since chaoticalignments are not allowed (see below), neutral evil or neutral are the only two possible alignment choices. Barbarians have the challenge of coming up with a good reason why a class as chaotic and rebellious as this one would cooperate with a group of lawful evil followers of Asmodeus. Perhaps a cleric of Asmodeus (another PC?) saved your life and now you owe that priest your service.
  • Cavaliers are a fine choice for a PC but must be careful about their Order selection. Orders that defend the common folk (The Order of the Shield) or pledge allegiance to the king of Talingarde (The Order of the Lion) are probably not appropriate. Self-serving orders (for example the Order of the Cockatrice) are very appropriate
    indeed.
  • Clerics and inquisitors are allowed but must worship a god who approves of the villainous path ahead of you. Worshipping the lawful evil god Asmodeus is strongly encouraged. At the GM’s discretion it may be required for divine classes.
  • Druids are permitted though neutral good druids are not. Evil druids are a perfectly valid choice but you must decide why such a character would ever join an organization that honors a lawful evil god.
  • Gunslingers are permitted but this adventure path assumes by default that firearms do not exist. There are no guns found in the treasure or adversaries who use firearms. If you want to play a gunslinger, you should talk to the Game Master about this. If they approve this choice, then they will need to modify the campaign accordingly to accommodate your character.
  • Monks may not be lawful good and are recommended to be lawful evil. A lawful neutral monk is technically allowed but would be a difficult choice. Why would such a law abiding character seek to destroy Talingarde?
  • Ninja and Samurai are permitted but the campaign as written makes no special allowances for them. Thus there are no eastern weapons or armor in the treasure (katana, wakizashi or naginata, for example). Further you must explain how your villainous ninja or samurai ended up in the western nation of Talingarde. Much like the gunslinger above, talk to the Game Master and work out these special needs.
  • Rangers will find that Humanoid (Human) and Outsider (Good) are solid choices for their favored enemy.
  • Sorcerers of any bloodline are permitted. Infernal blooded sorcerers are a particularly good choice.

Skills: Each character will receive two additional Skill Points at each level.

Feats: Each character will receive an additional non-combat feat at first level. Approval of such feats are subject to GM approval.

Equipment: The characters begin with nothing. They have no money, no weapons or armor, no gear, no animal companions of any sort and no material possessions besides tattered, dirty prison clothes. Equipment will be acquired in game.

  • Alchemists begin without their formulae book, extracts, bombs or mutagens. They must have access to an alchemical lab or chemicals to have any of these abilities restored.
  • Bards begin without their instruments.
  • Cavaliers have lost their mount. Presumably their mount was slain or given to another during their capture. It can be presumed that their week of mourning is already in the past.
  • Clerics begin having chosen all their spells for the day. They do not have their holy symbol or any material components however.
  • Druids also begin having chosen all their spells for the day. They do not, however, have their animal companion with them. Presumably such a companion was slain during their capture or escaped and awaits them outside. Regardless, such beasts would never be allowed inside
    the prison. Only if they escape from Branderscar prison will they have a chance to reunite with their companion or conduct the ceremony to acquire another.
  • Inquisitors and Oracles lack their holy symbol if they need one.
  • Summoners begin the game with their Eidolon unsummoned. They begin the game shackled so they are unable to perform the necessary ritual until they are free.
  • Witches, Wizards and Magi do not have their spell books, material components, familiars or bonded objects. They do however begin with a full selection of memorized spells from before their incarceration.

HP: Max to start. At each level you roll 1/2 your classes HD, and add the other half. So a 1d6 will roll 1d3+3, a 1d10 will roll 1d5+5.

Finishing Details: As normal except that good and chaotic alignments are not allowed. Every character must be lawful neutral, lawful evil, neutral or neutral evil. Of those four alignments, lawful evil is definitely the preferred choice. At the Game Master’s discretion, lawful evil may be the required alignment.

Further, every character must choose a crime that landed in them in Branderscar. They were not wrongly imprisoned -- they are guilty of their charge. If you are using the trait system in the Advanced Player’s Guide, choosing this crime counts as one of your traits.

There is a further requirement and it is something of an intangible quality. At some point in this adventure path every character is going to have the chance to join an evil organization and swear allegiance to the master of that organization and its patron – the lawful evil god Asmodeus. The adventure path assumes you say yes to this chance. Therefore, you should make a character who can say yes.

Crimes of the Forsaken:

Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.

This list of twenty crimes is not intended to be comprehensive. Feel free to invent your own crime, punishment and benefit (with the GM’s approval of course). Besides simplying choosing a crime, you should also consider how the crime was done. Was this a wellplanned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out
your character’s background.

This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are
guilty. You have not been sentenced to the worse prison in Talingarde unjustly.

You are here because you deserve to be.

Arson: You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.

Attempted Murder: You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Blasphemy: Either you have defamed the great god Mitra or you have been found guilty of worshipping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.

Consorting with the Dark Powers (Witchcraft): You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.

Desecration: You have violated one of the churchs, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.

Desertion: You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis -- perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.

Dueling unto Death: You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves

Extortion: You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.

Forgery: You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.

Fraud: You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.

Grave Robbery: It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits

Heresy: You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.

High Theft: You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.

High Treason: You have willfully worked to bring down the current Monarch of Talingarde -- the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.

Kidnapping: You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued -- you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Murder: You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgiveable act. You may also have killed someone with powerful friends.
Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason -- see above) but ultimately they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.

Piracy: You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.

Sedition: You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Slave-Taking: Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Slave Trading: Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.

Submission Format:

Each submission should include the following (In whatever format you want to relay it).

1) Tell me who you are. Race/class at a minimum, but more is always better. How you came about the path of evil helps.

2) What crime did you commit, and how did you get caught?

3) What do you look like?

4) Why do you want revenge against Talingarde?

5) Anything else you feel like saying.

I am not sure when I will close out recruitment for this AP but will give at least 24 hours notice before I do so. Please feel free to ask any questions necessary.

Silver Crusade

Got a problem I can't figure out and decided to see if others might be able to help. I was trying to open up my Inner Sea World Guide on my IPad by uploading to Dropbox and sending to Goodreader (like I do with other books). But for some reason when I try to open it from Dropbox on the IPad, it freezes up. I've tried redownloading the book and reuploading the new version to Dropbox, but it still does it. Any ideas? If more information is needed, lemme know and I'll provide what I can.

Silver Crusade

I'm interested in making a hybrid Monk/Magus. My current plan to present to the GM is simple:

Start with a base Magus.

Remove Martial Weapon Proficiency. In place of that, give the Monk Unarmed Damage progession with Improved Unarmed Strike (no flurry).

Remove all Armor Proficiencies and casting while armored abilities. Give the Monk AC bonus, only utilize Intelligence instead of Wisdom.

Spellstrike and Spell Combat only works with Monk Weapons or Unarmed attacks.

Those would pretty much be the changes I'm currently looking at. The problem is I'm not sure if there are balance issues I'm missing at present. One concern I have is maybe making the Monk AC Bonus an Armor Bonus in this case to prevent stacking with Mage Armor (though not sure it's that big of a deal or not).

Any suggestions/recommendations?

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