Camper

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100 posts. Alias of Stomphoof.




I am currently listening to the Strand Gamers and their Kingmaker sessions, and am also current with their WoD stuff.

However, when I hit the end of Kingmaker I am going to be at a loss. Are there any other good "actual play" podcasts out there that go through the Pathfinder APs? Can you point me to them? I tried google but my google fu is weak.


I have gotten the urge to run a real life Pathfinder game, and my wife (bless her) gave me her approval to do so on Saturday nights.

My intention is to run either Carrion Crown or Jade Regent (not sure which yet) for a group of 4 to 5 people.

My only problem is: I have 2 people who want to play.

So I figured I would post here.

I am going to be running these every Saturday night, from about 6pm to 11pm at a place called Phoenix games.

Address of Location:
8929 West Colonial Drive
Ocoee, FL 34761

If you are interested please let me know here, and maybe give me a brief explanation as to your experience with gaming. Neither of the guys who are interested that I have already have played Pathfinder, but have played 3rd and 4th ed DND.

I hope to start Nov 5th if possible, but only if I get 2 to 3 more people.


Patcher inspired me to do this, so hats off to him for being the braver man.

Much like him, I ended up vanishing myself, towards the end of June / Early July. Those of you who I was playing with know that I gave you all notice when I left your games.

However, the people who I was running games for (other then 1 gent) were left mostly without a clue when I vanished.

Real Life got me, but in a very different way. You see, at the start of June I was informed that they were shutting down our company, and that August 5th would be the end. It then got worse when they finally cut our internet access off (net access I used to keep up with all the games I was in)

I of course applied to jobs but no one was hiring, so I got more and more stressed out. Thats when I started dropping from games.

It then hit me that I had no easy way to keep up with the games I was running. At this point I was about ready to pull my hair out of my head from the insanity. I had some trouble at home involving a roomate and our shared vehicle, had to get a new vehicle, and a bunch of other insanity.

Suffice to say, I had no urge to be social or in fact talk to anyone. I pretty much went offline starting at the time I stopped posting here onwards.

Now, I am returning to play but sadly not run. I have enough to time to play in one MAYBE two games at most, but due to circumstances involving my new job (YAY JOB!) I pretty much have about 2 hours a day outside of the weekends to do things. An hour before I head to work, an hour when I get home. The rest of the time is spent cleaning, cooking, sleeping, ect ect.

So for those who were in the 2 games I was running I am sorry. Real Life slammed into me like a mag truck and carried me off into a small slice of hell. Thankfully things are looking up!

Well everything but my time.

Yay lack of time :(


Group 2: FIGHT

Every story has a beginning, and ours is no different. The day was like any other Riddleport day as of late. The sun was just sitting, the Blot hanging over the area like a dark omen from the depths, and the streets were just as rough as always. The city was in a bit of a hubbub due to the reopening of one of its gambling establishments, the Golden Goblin. While that in and of itself was not worth much of note, the fact that Saul Vancaskerkin, a man who for the last few years has been persona non grata in Riddleport for the last few years, is the one who bought the place and is reopening it.

Each of you start your journey here, in the seedy underbelly of the city, on your way to the Goblin. You are going there for a variety of reasons, and each of you has your own goals.

Alexander:

You arrived in Riddleport only a few days ago, and upon arrival saw a flier for the grand opening of the Gold Goblin, and their "Cheat the Devil and Take his Gold" event. You were not sure about going, but then you met a girl named Nichelle, who you became fast friends with. Apparently she was here to investigate this event, and asked that you accompany her to the event. On the way there, Nichelle ran into another friend of hers, a Tengu named Edgar, and the three of you made your way to the gambling hall, where you now wait in line to get registered.

Edgar:

Arriving in Riddleport nearly a week ago, you have spent your time and money on booze, whores, and whatever else has caught your fancy. However, two days ago you caught wind of the gala reopening of a gambling hall called The Golden Goblin. Never one to miss a chance to gamble, you decide to attend the "Cheat the Devil and Take his Gold" event. On your way to the hall you run into your old friend Nichelle, and a new friend of hers who she introduces as Alexander. She tells you that she is investigating the Goblin, and the three of you head to the event as a group. You are currently waiting in the registration line with Alex and Nichelle, and the line is moving very slowly.

Nichelle:

Your employers have given you very direct orders. "Watch the Goblin, and find out what is going on there." You have no idea why they want you to watch the Goblin, but orders are orders and you will do them as asked, for now. While in town, you made friends with a person named Alexander, who apparently is a fighter from out of town. Knowing that having a bit of backup for a mission is a good thing, you asked him to come along. However, on your way to the "Cheat the Devil and Take his Gold" event at the Goblin, you also ran into your old friend Edgar Price. Knowing his love of gambling has gotten him into trouble in the past, you suggest that he joins your little band, and the three of you go off to the event. You find yourself standing in line with your two friends, waiting for registration.

Tragershen:

Upon arrival in Riddelport, you quickly hear about the Blot and the strange events happening in the city. While trying to decide where to begin your investigation you hear about the grand reopening of the Gold Goblin Gambling Hall, and its "Cheat the Devil and Take his Gold" event. You quickly determine that your best bet as to finding out who the major players are in the Riddleport Underworld would be that event, as anyone who is anyone would be there. You quickly head there the night of the event, and find yourself in line waiting for registration.

Iluna:

Arriving in Riddleport, you quickly dive headfirst into the seedy underworld of the city, experiencing life to the fullest as it were. You find beauty in the chaos and danger of the underworld, and while in a seedy tavern one night you hear about the gala reopening of the Golden Goblin, and decide that you might as well try your hand at gambling to make a quick buck and see what all the fuss is about. You find yourself now standing in line, waiting for the registration to move so you can get in and win some cold hard gold!

You guys have a bit to converse wtih each other from now, and when I feel some time has passed we will get you into the tournament! The line is moving a bit slowly, you see, because everyone is gawking at the casino! And before you ask, yes I copied this intro from the other group :P But your spoilered stuff is unique. BE HAPPY


Alright guys lets get this party started!

Every story has a beginning, and ours is no different. The day was like any other Riddleport day as of late. The sun was just sitting, the Blot hanging over the area like a dark omen from the depths, and the streets were just as rough as always. The city was in a bit of a hubbub due to the reopening of one of its gambling establishments, the Golden Goblin. While that in and of itself was not worth much of note, the fact that Saul Vancaskerkin, a man who for the last few years has been persona non grata in Riddleport for the last few years, is the one who bought the place and is reopening it.

Each of you start your journey here, in the seedy underbelly of the city, on your way to the Goblin. You are going there for a variety of reasons, and each of you has your own goals.

Dzae:

You arrived in Riddleport a few days ago, looking for wine woman and song, in that order. What you found, however, were Quickwives, Cheap Ale, and bawdy sea chanties. On your second day in town you found a flyer for the Grand Reopening of the Golden Goblin Gambling Hall, and their gala event "Cheat the Devil and take his Gold." Upon getting some more information about this place, decided to both check out the event, and seek employment.

On the night of the event, as you started your way down to the hall, you ran into your very old circus buddy Khun-duhn, who apparently was also on his way to the event. You find yourself just outside the hall, standing in line to sign up for the tournament.

Khun-duhn:

Upon the visions and readings from the Wise Woman, you find yourself in Riddleport. After a few days of wandering around, you get wind that the Golden Goblin is finally opening, with a huge event titled "Cheat the Devil and take his Gold." You figure you would probably find your old friend Dzae there, and unsurprisingly on the very night of the event you run into him on your way there. You two decide to stick together, and you now find yourself in the line for the tournament with your old friend.

Marcellus:

You arrived in Riddleport about 2 weeks ago, and have been trying to find work since. You have done a few odd jobs, including one very disturbing job as a knacker to make a few coins. You never last, however, in these jobs, and usually find yourself at the local "shrine" to Cayden Cailean which is called the "Publican House". It is there, about 4 nights ago, that you heard about the Golden Goblin reopening, and its gala event "Cheat the Devil and Take his Gold." You quickly decide that you may be able to find work as a bouncer there for the owner, and maybe could make a few coins in the tournament as well.

You head over there, and are currently waiting in line to sign up. You happen to be standing behind an elf and a duergar, who seem to be deep in conversation with one another!

Tozur:

Arriving in Riddleport about 3 days ago, you begin to search for any clues you could find about the blot, and about Trista. The Blot is a very very obvious feature, hanging over the city like a giant black stormcloud. After two days however you have started to run low on gold, and have not heard anything about Trista.

So, you decide to take your chances at a little gambling at the aptly named "Golden Goblin", with their premier event "Cheat the Devil and Take his Gold". It also pops into your head that you may be able to find some people who know more about the Blot, maybe even a Cyphermage or two! You had heard that these mages were the penultimate source of knowledge in the city for magical things.

On your way to the Goblin, however, you run into an old friend, Trista! You and her quickly team up, she informing you that she is also hunting the reason behind the Blot! You both decide to head over to the Goblin, Trista telling you she is going to check it out for, of all things, devils!

YOu find yourself standing in line, behind a large human with a polearm, a duergar, and an elf. The elf and deep dwarf seem to be having a conversation...

Trista:

Once you arrived in Riddleport, only a day ago, you quickly began to search for information regarding the blot. However, the only thing anyone was talking about was this Saul character and his reopening of this Golden Goblin casino. When you hear the name you smile, thinking of your old friend Tozur, and decide that your best bet for finding information would be there, at this hall.

When you saw one of the signs for the event however, you quickly noticed that it was promising Devils, and that the event was titled "Cheat the Devil and Take his Gold". Well, such a place is as good a place as any for information.

On your way to the event however, you ran smack into your old friend Tozur, almost literally. You two became like pea's in a pod, and walked together to the casino. It turns out that Tozur was in town to investigate the blot as well!

Once you got to the casino you joined the line for the event, and found yourself standing behind a human with a polearm, an elf, and of all things a duergar. Truly things are strange in Riddleport!

You guys have a bit to converse wtih each other from now, and when I feel some time has passed we will get you into the tournament! The line is moving a bit slowly, you see, because everyone is gawking at the casino!


A strange light in the sky holds a danger unknown for ten thousand years! Deep beneath Golarion's surface, the greatest shame of the elves is stirring once more. Seething with hatred, the drow have come up with a plan to wipe out their ancient enemies and bring a second Age of Darkness. And this time, there's only the heroes to stop them...

Alright folks! I am recruiting 2 people for an upcoming Second Darkness game. To be exact, I am actually going to be running 2 groups of players, fresh out the gate, but I need 2 more people so I can run two 5 person groups.

Here are the creation guidelines:

20 Point Buy
2 Traits, 1 must be a Campaign
Average Starting Gold
Max HP at 1st Level
Races Allowed: Core, APG, UM, and the Psionic Races from the Dreamscarred book
Classes Allowed: Core, APG, UM, Clever Godling, Strong Godling, Adept Godling, Eldrich Godling, Psionics from the Dreamscarred Book
3rd Party allowed with DM Approval and nonstandard races subject to approval.
Playtest Stuff allowed with my Approval (better have a good reason)
No Evil Alignment

Seems pretty simple right? For those who do not have the players guide (and since you gotta buy it I would not be surprised), here are the campaign traits:

The TRAITS!:

Fools for Friends: You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you.

Benefit: Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship.

Benefit: Pick Fortitude, Reflex, or Will. You gain a +1 trait bonus on all saving throws of that type.

Looking for Work: Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer.

Benefit: Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Optimistic Gambler: You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit.

Benefit: Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

Researching the Blot: You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance.

Benefit: You can a +1 Trait Bonus to Knowledge Arcana Skills and Spellcraft. These are always class skills for you.

Scouting for Fiends: You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement.

Benefits: You gain a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

Now to give you an idea of what sort of characters we have thus far, here are the Races and Classes we got:

Human Ninja
Tengu Bard (Dirge Singer)
Elven Rogue
Goblin Magus
Either a Half Giant or Duergar Psionic Warrior
Elven Wizard (Universalist)
Aasimar Inquisitor
Either Blight Druid or Strong Godling (not sure bout race yet, looks like human)

These are not the groups, just the 8 people so far.

Now, recruitment will last for the next 5 days (so ending on Wednesday Morning, the 8th, when I wake up). After that I will review the applications and pick the 2 strongest. The ones I pick will be the ones with the best backstory, and are the most flavorful and interesting!

So knock my socks off! Join the fun! The Second Darkness is coming.


I am posting this here in the rules section because, well, I want to understand exactly what I am doing.

I am converting Second Darkness to PFRPG (at least module 1 right now) and I am trying to figure out what Encounter Level the battles are. I think I have figured out HOW to recalculate, but I want to double check

So according to Core, a creature who has only Class Levels is CR Class Level -1, with things that are level 1 being CR 1/2 instead.

SO the first encounter in Second Darkness is as follows (Just CR's)

1 CR 1
5 CR 1/2

So the total XP Value here is 400 + 200 + 200 + 200 + 200 + 200 = 1400
A Creature worth 1400 XP is betwee a CR 4 and CR 5. So would the EL of this battle be between a 4 and a 5?

Based on the XP its worth that is.

If thats correct, then I am good to go, but I do want to verify this :D


Alrighty, so here is where we can discuss stuff:

Here are Creation Rules for people who wanna make new characters:

20 Point Buy
2 Traits, 1 must be a Campaign
Average Starting Gold
Max HP at 1st Level
Races Allowed: Core and the Psionic Races from the Dreamscarred book
Classes Allowed: Core, APG, Clever Godling, Strong Godling, Psionics from the Dreamscarred Book
3rd Party allowed with DM Approval and nonstandard races subject to approval.
No Evil Alignment

You all may or may not know each other. If you want to use your old character from Crypt/Carrion Crown then please adjust your traits (change them to 2 traits only, and 1 of them Campaign) and background to be appropriate.

Campaign Traits:

Fools for Friends: You don’t think of yourself as a gambler. In fact, you rather detest the whole thing. Unfortunately, one or more of your friends (pick one or more of the other players’ characters) doesn’t think so, and you’ve recently learned that friend—or friends—have decided to go to the Gold Goblin’s “Cheat the Devil and Take his Gold” tournament. Which pretty much means you have to go as well, since if no one’s there to watch out for them, they’ll lose all their money and respect. Again. Sometimes it’s hard being the responsible one. Your devotion to your friendships (even when said friends seem, at times, to be trying to test that devotion) is a point of pride to you.

Benefit: Whenever you take the Aid Another action to help an ally, or whenever an ally aids you in this manner, a successful check grants an additional +1 trait bonus to the check for which aid was being rendered. Additionally, as long as one of your friends is within 30 feet, you gain a +1 trait bonus on all saving throws against charm and compulsion effects.

Into Enemy Territory: The shadow in the sky is visible from all around Riddleport, not just in town. It’s certainly come to the attention of several druids, rangers, and other rural folk who dwell in the nearby mountains, forests, and swamps—among them, yourself. You’ve consulted with several seers and Harrowers, and may even have performed some simple auguries yourself, and all the signs point the same way—something or someone in Riddleport is connected to the blot, and it means bad news for the region. You’ve avoided the sleazy, dirty town for most of your life, traveling there only when absolutely necessary, and although you don’t relish the prospect of going there now, you see little other choice (especially if one of your superiors is ordering you to go investigate). Fortunately, an eccentric friend of yours (pick another PC) is in town, and you’ve heard this friend will be taking part in some gambling thing at a place called the Gold Goblin. Your friend’s always had better luck interacting with the cityfolk, so you’ve decided to accompany your friend to this gambling tournament and plan on letting him find a safe place for you to stay while you’re in town. Your long life of self-sustenance has toughened you and made you more resistant to hardship.

Benefit: Pick Fortitude, Reflex, or Will. You gain a +1 trait bonus on all saving throws of that type.

Looking for Work: Although out of work, you aren’t particularly keen on the prospect of gambling away your last remaining coins simply for a chance at riches. That said, if the Gold Goblin’s fortunes reverse after this big gambling tournament, you’re relatively certain its owner, Saul Vancaskerkin, will be needing to hire on some new staff members. You’ve secured payment for the tournament, and intend on attending mostly to check the place out, to decide if it’s a place you’d want to work at (as a bouncer, bartender, croupier, server, entertainer, spotter, or cook), and hopefully get a chance to catch Saul’s eye and make an impression. You’ve long worked at honing your skills, and are quite accomplished and certain that you have something to offer.

Benefit: Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You gain a +1 trait bonus in that skill, and that skill is always considered a class skill for you.

Optimistic Gambler: You’ve always seemed to have trouble keeping money. Worse, you always seem to have debts looming over your head. When you heard about the “Cheat the Devil and Take His Gold” gambling tournament, you felt in your gut that your luck was about to change. You’ve always been optimistic, in fact, and even though right now is one of those rare times where you don’t owe anyone any money (you just paid off a recent loan from local moneylender Lymas Smeed), you know that’ll change soon enough. Better to start amassing money now when you’re at one of those rare windfall times! You’ve set aside a gold coin for the entrance fee, and look forward to making it big—you can feel it in your bones! This time’s gonna be the big one! Your boundless optimism, even in the face of crushing situations, has always bolstered your spirit.

Benefit: Effects that grant you morale bonuses persist 1d4 rounds longer than they normally would as a result.

Researching the Blot: You may or may not be seeking membership into Riddleport’s most prestigious magical guild, the Order of Cyphers, but you certainly have heard their call for aid in determining the nature of the strange shadow in the sky above Riddleport. You arrived in town several days ago and had some issues with security and safety at several inns before you finally settled on the Gold Goblin; you’ve been staying there as a guest for several days now, and the owner, Saul Vancaskerkin, seems like a nice guy. He’s even given you a pass to attend the gambling tournament he’s about to throw—you’re not sure how into gambling you’ll be, but perhaps there’ll be some visitors from out of town you can talk to about the strange shadow in the sky. At the very least, you’re hoping someone at the tourney will be into magic—there’s not really enough folk in this town who seem all that interested in magic, you’ve found. Your interest in magic dates back quite far, and as a result, you’ve developed a knack for identifying common magical items at a glance.

Benefit: You can a +1 Trait Bonus to Knowledge Arcana Skills and Spellcraft. These are always class skills for you.

Scouting for Fiends: You belong to an organization (most likely a religion) that has definite views on the menace posed by the lower planes. The willfulness with which the city of Korvosa (they even allow a temple of Asmodeus to operate in broad daylight!) tolerates infernal influences is, to you and your organization, the greatest symbol of what’s wrong with civilization today. And now, in Riddleport, there’s news that a gambling tournament is using devils and Hell as an idle decoration. It’s likely that this is just an example of poor taste, but there’s a chance that something sinister may be lurking beneath the goings-on at the Gold Goblin. You have been contacted by your organization (or may have decided on your own) to travel to Riddleport (if you don’t already live there) and attend this tournament under the guise of a patron. Keep an eye on things there, even after the tournament is over; if you can, get a job working for the owner. Demons and devils can be subtle, and it could take weeks or even months to find proof of their involvement.

Benefits: You gain a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

If you have any questions ask. And if I end up with enough people I will run 2 groups (god help me)

OH and my friend has already been approved by me, so when he posts he is already clear. Should give ya an idea of how laid back I am, if my other game has not already lol


For reference:

Freezing Spells (Su): Whenever a creature fails a saving throw and takes cold damage from one of your spells, it is slowed (as the slow spell) for 1 round. Spells that do not allow a save do not slow creatures. At 11th level, the duration increases to 1d4 rounds.

So, here is my question. Unless I multiclass into an arcane caster, what the devil is the point of this for a Wave Oracle?! The Cold Touch revelation is a melee touch attack, so no saving throw, and the only cold spells I can find on the list are high level, like cold ice strike.

Can someone point out the use of this revelation to me?


Lets say I have a creature with DR10/Bludgeoning.

Will a +1 Magic Sword ignore that? Or, because the sword is slashing, and not bludgeoning, will the DR still take effect? What if it was +2?

The SRD seems kinda wishy washy about this so I want to try to make sure I am clear, cause its been a WHILE.


Here is the feat text, so everyone knows what we are talking about.

Using foul powers of necromancy, you can command undead creatures, making them into your servants.

Prerequisites: Channel negative energy class feature.

Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead (spell). Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Now, nowhere does it state how long it lasts nor what sort of commands you can give. Here are my questions.

1) How long DOES this effect last? It mentions that they obey your commands like the Command Undead spell, but nothing about the effects following the rest of the spell in duration. The reason I ask is the line about how Intelligent Undead get a new save EACH DAY, but no where else is there a mention of duration.

2) What commands would the undead NOT follow? I assuming commanding them to destroy themselves would not work. But could I command 2 undead to kill each other? Could I command a Vampire to walk into direct sunlight?

3) Do the effects of this ability conflict with the effects of the Animate Dead spell, in regards to number of undead controllable OR undead targetted via usage of the ability (ie if I use command undead and I already have 2 zombies created under ANIMATE DEAD, do I effect the ones already under my control from another source?)


Ok folks, here is what I am going to do. You see, I started running a PBP about a week ago and its going quite well I think. Better then well in fact (but I got awesome players!) Its going well enough that it has boosted my confidence a bit and I want to run an actual AP.

Now, this is NOT a post about recruiting for an AP...yet. Rather, this is a broad interest check on WHICH AP people are most interested in playing via PBP.

So here is how this is gonna work.

Here are the AP's I am willing to run. You guys can vote once on whichever one you would love to either see in a PBP format or play in. These are the ONLY AP's I am willing to run, so if the one you wanna see ain't on this list please dont vote for it, your vote wont count.

The AP's are:

Council of Thieves
Kingmaker
Serpent's Skull
Jade Regent

If you have no idea what the APs are roughly about, go here - The Store Adventure Path Page and read about em.

I know one of you is bound to say "But Jade Regent isn't available yet!" And you are correct! You see, I am going to let this vote go on and on until I am actually ready to run the AP! As to when that will be? Who knows! I am not gonna tell! :D

You may notice that Rise and Carrion Crown are missing. The reason? Rise and Carrion Crown are the 2 APs I am actually playing in myself and I don't want to spoil em for myself. The others are not there cause they are 3.5 and I dont want to convert em to PF :P

So get to voting, and I will periodically post results/tallys as we go! The AP that wins will be the one I run! :D


I know I am asking ALOT of questions (but hey, I am very new to the whole oracle bit!) so here is another one.

The Myster of Bones has the following revelation available:

Raise the Dead (Su): As a standard action, you can summon a single skeleton or zombie to serve you. The undead creature has a number of Hit Dice equal to your oracle level. It remains for a number of rounds equal to your Charisma modifier. At 7th level, you can summon a bloody skeleton or fast zombie. At 15th level, you can summon an advanced skeleton or zombie. You can use this ability once per day plus one additional time per day at 10th level.

Now here is my question: As the creature gains more Hit Dice, does its BAB / Save / ECT advance as well? Also, how do I determine what SIZE of skeleton or zombie I get? Do I need a corpse?

I am trying to understand this power as it seems kinda limited (only 1 time a day, and only for a few rounds?!)


The spell animate dead allows you to create skeletons and zombies from corpses.

My question is this:

Can I create any of the variants of the skeletons (burning, bloody, acid, ect) or zombies (fast, plague, void, ect) with this spell? Or just vanilla skeletons and zombies?

I assume that their are created based on the type of monster they come from for things like HD and whatnot.


With "Craft Wonderous Item", the feat, can you pretty much make belts/bracers/boots of ANYTHIHNG?

Like lets say I want to craft something that will give me the effects of the spell Ant Haul. Could I make Bracers or Gloves of Ant Haul? Or just a belt?

Or do I have to go by what is available in the Core Rulebook as far as magic items go?


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So this here is my Oracle of Bones. I am trying to figure out what feats I should take as I level.

I want to take Extra Revelation and Expanded Arcana each at least once, just for utility.

But beyond that I am really curious as to what I should be taking.

And yes, before you ask why, he has a 5 strength. That is how he was Rolled (yes rolled).


Weapon Finesse reads as follows:

You are trained in using your agility in melee combat, as opposed to brute strength.

Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special: Natural weapons are considered light weapons.

Now my question is this: Does a melee touch attack count as either a light weapon or a natural weapon? Or, because its a touch attack, it does not count as any?


I am curious: has anyone tried taking the old 3.5 Hexblade class and converted it to Pathfinder compatible?

I was reading about the upcoming Ultimate Magic book and the archetypes for the Magus and one is basically sounding like an improved Hexblade, but I am curious if anyone took that class and modified it at all? I assume techincally that it would work under pathfinder since its 3.5.


Its the 4th of Neth, and a cold morning to boot. The day is quiet, as befitting such an important day in the life of the town of Kessan. The cold winds blow signaling the coming winter. Today is the day that your trail to adulthood comes to pass, the day you must journey to the Tomb of Kessan himself and retrieve the Everflame.

Your mentor has explained what is expected of you on this journey, each of you in turn being briefed privately.

Feraya Gilrad:

You are pulled aside, not by Holgast but rather one of the senior apprentices. Apparently Holgast himself is asleep and is in no condition to speak with you prior to your journey. The apprentice, a girl by the name of Helena, explains that unlike the last few years, where the adults go to the tomb, you are going to join several of the towns other youths this time to go and retrieve the towns Everflame. This is done on occasion as a rite of passage into adulthood, and this year the town elders felt you and your companions would fit the bill nicely. Helena tells you to only take what is absolutely necessary as your traveling gear will be provided for you when you get to the meeting place, which is the town square. Helena also tells you that you need to be there before Noon, as that is when the ritual ceremony to send off the brave adventurers.

Ember:

The other children of the Vardigan household make fun of your upcoming adventure a bit, telling you how its pointless and is nothing more then a waste of time. Moltus however seems to be proud however, of the fact that you have been chosen. He takes you into quiet room of the manor and explains that he knew you were destined for great things the day you appeared on his doorstep, and that this is but the start of your path to greatness. He gets a little of track at this point, talking about how you will defeat something he is calling "the Swingleflaps!" but otherwise is fairly lucid for a change. He also tells you that you are to only take the basics you need, weapons and the like, as the town provides the rest of things you will need. He hugs you, briefly, before sending you off to the town square, whispering in your ear that you need to arrive before Noon as that is when the ceremony will take place.

Art Halfstone:

While working in the forge with Bragger Ironhame, he springs on you that he knows about your dealings with Jimes, and that he doesn't quite approve but understands that you must make your own way. He then explains that he had put your name forward for the annual ritual of the Everflame, explaining that you need to learn to put your skills to a more...legal use. He also explains that he has not told your family about your dealings yet, but that they are aware of your upcoming trial. Gruffly, he tells you to take this ritual seriously, because while you should be in no real danger there will be traps and things in the tomb and to keep a good eye out. Taking your hand in a firm grip, he informs you to be at the town square before noon so you can be ready when the ritual begins, and to only bring your weapons, arms, and tools.

Hagin:

While tending some sick animals for a local family, Father Prasst approaches you and explains that you have been chosen to join the annual Everflame ritual. He himself put your name forward he explains, as he believe its time for you to test your skills out in the "real world" as he puts it. As he watches you finish your work he believes your time with him is mostly finished and that to learn more you must experience more. He advises you to take only what you need today and to be at the town square before noon so you can be ready when the ceremony starts. Above all, take care of your fellows he adds, as you will be their rock, their protection during the trials to come.

Gael Enhad:

You are working on your swordsmanship when you are approached by Sir Drammot. He smiles as he watches you finish your practice, and nods approvingly. He tells you that you are doing quite well, which is why he put your name forward for the Everflame Rite. He proceeds to explain the rite to you, that you will be going with a few of the other young adults to a nearby tomb to retrieve a portion of the Everflame. He says that its time for you to put your skills into practice, and that you must be ever vigilant of the dangers in the wilds. He also explains that you only need to take your arms and armor with you as the rest of your gear will be provided as part of the ceremony. He bows, a bit stiffly, and tells you that it has been a pleasure helping you realize your potential and he is proud of you as a student. He then points towards the town square and tells you to be there before noon, which is only a few hours away!

As you each reach the town square, you realize that the town is eerily silent and appears deserted. Its as if the whole world is holding its breath, the only sound being that of the wind. The cold air bites at your faces, hinting at the winter to come. You have arrived early as your mentor asked you to, and as you stand there you see what must be your fellow participants coming up to the square themselves.

You have about 15 minutes prior to noon to discuss anything you all want. I will be monitoring time as it where!


So I am going to be running Crypt of the Everflame as a PBP game starting around Wed. What I am trying to puzzle out is whether or not to go with Fast Advancement or Medium Advancement. The module is design for players with level 1 to 3... if I go Fast they will be level 4 if they do EVERY encounter, and level 3 at the end if I go Medium.

Which would be more appropriate do you guys think?


So I am starting up a Crypt of the Everflame PBP game. If it goes well I will continue it with Mask of the Living God and then the City of Golden Death.

But what can I run after those 3? Anyone got any suggestions as to something that can be run after I finish those 3 if it comes to that?


Alright, we got ourselves an OOC Thread. The 5 promising young adventurers who will be living through this voyage are:

OmniChaos - Feraya Gilrad (Conjurer)
Craig Mercer - Ember V (Sorcerer)
Patcher - Art Halfstone (Rogue)
Dax Thura - Hagin (Oracle)
Will Cooper - Gael Enhad (Paladin)

Couple of things:

1) Craig/Ember - What bloodline are you? I can't find it on the sheet, please put it and any powers related to it on your sheet so I can find it. I assume its Elemental Fire but I want it in writing.

2) You guys have till Wednesday the 27th to discuss your previous In Character associations with each other and relationships. Do that here. Just about anything goes (I will chime in if something doesn't work).

3) Try to post at least once a day. I will be using Google Maps for combat situations. I will be rolling your Initiative checks myself to speed things up, along with surprise checks.

4) Lets have some fun! If this goes well and you guys enjoy it I may extend it to the "follow up" adventure that comes after this.

Talk amongst yourselves :)


Vital Strike reads as follows:

When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.

Here are my questions:

If I take a full attack action, to get my full attacks per round (As a fighter lets say) I assume this means I cannot use Vital Strike on the first attack, correct?

If I use Great Cleave / Cleave, I assume again that I cannot use Vital Strike, correct?

Just want to make sure I understand these things (planning on making a fighter)


Almost 200 years ago, when the land that was to become Nirmathas was still a vassal of the empire of Cheliax, the northern reaches of the Fangwood were a wild and untamed place. The crusades that laid low the Whispering Tyrant to the north were a distant memory, and those who remained were intent upon keeping the orcs of Belkzen and the remaining undead from Ustalav in check. As a result, the great forest was full of danger, from marauding orcs to deadly predators, making it unsafe for merchants hoping to trade with the growing community of Skelt in the foothills of the Mindspin Mountains to the west.

Hello everyone, the name is obviously Stomphoof (derp) and I am here to recruit YOU. Yes you, no not the strange guy in the back with the twtich, you, in the front, with that gleam in your eye...that thirst for ADVENTURE!

For those who have no idea what this adventure is: Its not an AP, but rather a single shot module. Right now, my only intent is to run this AS a single shot module. However, I do not have my mind closed to continuing the adventure (through the 'offical' 2 followups that exist)

The premise of the Module is this: You and your party are young people from the town of Kassen. Each year on the first day of winter the town holds a ceremony where someone from the town (or a group) heads out to a nearby Crypt, where the town's hero and namesake Ekta Kassen, and his enemy Asar are interred. There they light a silver lantern from a Ever Flame that is in the crypt. This year, your group has been chosen to go as a rite of passage. This sometimes occurs, and while everyone realizes that there is no real danger, the town treats the event as a serious and somber affair. However, things are not what they seem, and trouble is brewing in the crypt unbeknowst to anyone in town....

Here is how this PBP is gonna work, aka THE RULES! Big scary word there.

1. I ask that you post at least once a day, regardless of combat or not. Please be aware that IF we are in combat and you miss your post I will NPC you for that round.
2. I encourage RPing (who doesn't?!) and I enjoy oddball solutions. If it makes logical sense I will probably allow it.
3. Characters will be made with 20 point buy (aka the standard!)
4. I will only be taking 4 to 5 people. This is NOT First come First Serve, but rather about quality.
5. Anything in the Core Rulebook or APG is fair game and does not need approval. No Archetype stacking though. If you want to be a variant archetype then thats fine, just no stacking.
6. If you want something that is NOT in the Core Rulebook or APG, then you need to clear it with me first. I am pretty lenient but I have to be able to check the rules out without purchasing something. Also, I would need a REALLY good reason to allow something that ain't core.
7. No evil characters. Sorry guys, I just don't like having that kind of mess in the party.
8. Average Starting Gold, and you start with only weapons, armor, and anything your class needs (spellbook, holy symbols, ect). The reason is the town will be providing you with equipment for the actual adventure.
9. 2 Traits
10. I will be rolling everyones initiatives at the start of combat for speed.

Now, for backgrounds, the only restrictions I have (in order to fit the module) are as follows:

1. You grew up in the town of Kassen.
2. You have a mentor based on your class, and that Mentor is who helped train you in your skills. I am going to provide a list of the Mentors and some info about them below.
3. I would like a paragraph for a background at least. It doesn't have to be the most detailed thing in the world but if all you write is "Rogar the Barbarian trained with the dwarf, and likes to smash things" you probably won't be chosen. Just sayin.

Finally, Recruitment will begin TONIGHT and end on Friday the 29th, and I will make my choices that evening / the following Saturday. Once I have chosen I will then create an OOC thread for you all to discuss your relationships (as you probably know each other), and then by Wednesday the 4th of May we will start (depending on how long it takes me to get stuff together). One other thing: From May 13th to May 15th I will be out of town as its my birthday, my wifes birthday, and our wedding anniversary weekend. I will be back on the 15th of May and posting in the evening but the 13th and 14th I will not be in contact. Figured I should put that out in the open there.

Classes and Mentors:

Paladins, Cavaliers - Sir Dramott (human): The people of Lastwall, the militaristic nation to the north, take it as their responsibility to keep the orcs of Belkzen in check. Unfortunately, their forces are spread thin, so they rely on a number of scouts close to the border of Belkzen to keep watch. Sir Dramott is one such scout. Although he has no authority here in town, he regularly reports to his commanders in Lastwall, informing them of any orc activity. Mayor Uptal is grateful for Sir Dramott’s assistance whenever trouble is brewing, but he is concerned about a military o%cer from a foreign land stationed in his town. The people of Kassen respect Sir Dramott, but they would rather he go home and leave them to their own devices. As a mentor, Sir Dramott is capable and wise, if a bit harsh. Unfortunately, all of his lessons deal with service to Lastwall, and his pupils are taught to think of such service as a high honor.

Bards - Jocyn Elmaran (half-elf): Jocyn is the only real entertainer in the town, having settled here 4 years ago after a fight with orcs up near the Belkzen border left him with a crippled leg. Despite his injury, Jocyn is a capable performer, working with a variety of instruments and performance styles. He lives in one of the rooms above the Seven Silvers Tavern, where he performs nightly. Jocyn is a perfect mentor for bard characters. His loose style and relatively carefree nature make him a rather lax teacher, however, and his occasional drunken ramblings hint of a terror in his past that he refuses to speak of any other time.

Wizards, Alchemists, Summoners - Holgast (human): On the eastern edge of town is a single tower, leaning slightly to the south, made of bricks and timber. This is the home of Holgast, the town’s local sage and mystic. Although Holgast is very knowledgeable, he is old and quite forgetful, meaning that the townsfolk (the mayor in particular) only consult him if the need is truly great. Holgast spends most of his days wandering about his tower, reading books, smoking his pipe, and taking naps. Once a week, he wanders into town to purchase supplies and provisions with his seemingly inexhaustible reserve of perfect golden coins, which he claims came from an immense hoard some years ago. Holgast makes for a frustrating mentor. His lessons are erratic and old fashioned. His apprentices are required to do all manner of chores for the privilege of learning from him, while he sleeps the day away and teaches very little. Those who have learned anything from him have done so by sneaking into the wizard’s spellbooks while he is napping.

Rogues - Jimes "Short Change" Iggins (halfing): Those who frequent the Seven Silvers tavern know to count their coins before they leave the table, especially if they have been served by “Short Change,” the halfling waiter who has a propensity for giving less change than is due (although he insists the name is due to his short stature). Although Jimes is genuinely kind and helpful to all the locals, he just can’t help but end up with some of their possessions at the end of the night, be it a few coins or a loose dagger. Most of the townsfolk are quite aware of this and do not take too much o!ense if something goes missing. After all, they know where the missing goods went. Anyone who works with Jimes at the Seven Silvers is sure to get a host of tips and tricks from this good-natured thief, who thinks that a little petty theft is all in good fun.

Barbarians - Braggar Ironhame (dwarf): Braggar is one of the two blacksmiths that service Kassen. This dour dwarf runs a small business on the south side of town. Although he is outpaced by his competitor (Renet’s Steel, near the town square), Braggar’s goods are of higher quality. Braggar is a surly mentor, capable of incredible fits of anger if one of his pieces is not turning out as planned. As such, he often has to spend time repairing his workshop, which only further slows down his work. Braggar’s teaching style focuses on craft and artifice, but he can also teach pupils about controlling their anger and unleashing it when the time is right.

Rangers - Arnama Lastrid (human): Nirmathas is known for its rangers, valiant woodsmen who have spent years carving out a nation and protecting it from foreign and domestic threats. Arnama is one such ranger. She is tough, quiet, and more than willing to risk her life to protect the people of Kassen and the country she has grown to love. Arnama was orphaned during the early wars with Molthune, growing up in a band of adopted parents. These rangers taught her everything she knows. When Arnama came of age, she left the band to find out where her parents came from. That trek led her to Kassen, where she has remained ever since, living in their old house just outside town. Arnama is a skilled ranger but not the best teacher. Those who have tried to learn from her find her impatient and without discipline. She does, however, excel at teaching by example, leading her charges on far-ranging patrols and hunts.

Monks - Ilimara Oniri (human): While most of the people in Kassen were born and raised within 10 miles of town, Ilimara was born in Qadira in a town with a name most of the humble folk of Kassen could not even pronounce. Not surprisingly, this beautiful and exotic woman keeps to herself. She has lived on the outskirts of town for almost 8 years now, claiming that she is trying to find peace in her heart. Ilimara has had a number of acolytes over the years, each hoping to learn the secrets of Irori that Ilimara claims to practice, but so far, all have abandoned her tutelage for a simpler road. Anyone who learns from her, however, quickly uncovers that there is a darkness hiding in Ilimara, and only those with an iron will can bear to be around it.

Clerics, Inquistors, Oracles - Father Rantal Prasst (human): The small town of Kassen has only one temple and it is devoted primarily to Erastil, but Father Prasst allows those who worship other friendly gods to pray at the temple as well. While Father Prasst does not offer services in the names of these deities, there are small shrines to other gods set up in some of the alcoves, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is a kind and understanding man, but he is hard when it comes to the defense of the community. He is quite young, only 24, and many in the community do not put too much faith in his council, except in spiritual matters. He was trained as a soldier in Tamran, but he left after his first battle to become a priest, and refuses to say why.

Druids - Olmira Treesong (human): Druids are not an uncommon sight in Nirmathas, but Olmira draws stares even in the streets of Kassen. This middle-aged woman only wears clothing made from natural materials (such as bark, leaves, and grass) and is always accompanied by a host of small woodland creatures. She talks to herself and her retinue constantly, having full conversations despite the fact that no one seems to answer her. Over the years, Olmira has had a number of apprentices who have gone on to become successful druids. Those who learn from her are sent on all manner of esoteric missions, such as listening to the wind for a week, planting new seeds throughout town, and mimicking local animals.

Sorcerers, Witches - Moltus Vargidan (human?): If you ask a dozen folk in Kassen who the strangest family in town is, you would get the same answer 12 times: the Vargidans. This old family has a touch of magic in its blood, with each one of the children showing some sorcerous talent. Where this magic comes from is a mystery, and the family refuses to speak of such things in mixed company. Lording over the family is the wealthy and eccentric patriarch, Moltus Vargidan. This aging man has white hair that trails down to his knees, and he can often be found wandering the halls of the estate, muttering to himself. Living with him are almost a dozen children (each from a di!erent wife) and a pair of lifelong servants. Sorcerers who come from this house have been forced to learn things for themselves, because the old man shares few of his secrets, and many of the children are starting to believe that his grip on reality is slowly slipping.

Fighters - Guard Captain Gregor Wisslo (human): The town of Kassen has never truly known the horrors of the war with Molthune, but occasional raiding parties from Belkzen do sometimes pose a threat. As such, the town has been watched over for many years by Wisslo, who serves as guard captain. Gregor is a staunch man who believes in schedules and regiment over ingenuity and spontaneity, much to the chagrin of the town’s residents. As an aging fighter, Gregor is a qualified teacher, but his lessons are rigid and his discipline harsh. The guards he has trained are quite skilled, but they secretly detest the old man, calling him names behind his back (Captain Is-Slow is the current favorite).

Goodluck everyone! If you have any questions feel free to throw em at me!


So I am planning on GMing / DMing my first play by post game in the near future. I intend to run one of the modules or adventure paths to make things a bit easier on me. Now, I have run games in person quite a few times, but I have never run a PBP game and have no idea what to expect.

I have read through a few longer PBPs on here to get an idea, and what I can tell is everyone does things a bit differently then each other.

So, GMs out there! What tips, tricks, and advice can you give a person who is interested in running PBP games? What pitfalls should I expect and try to avoid? What things should I watch out for?

Any help would be appreciated!


So I am curious about the "sanctioned" play that is the Pathfinder Society. However, its hard for me personally to get out to game stores and gaming locations to play these modules.

Has anyone ever brought up the idea of running Pathfinder Society gaming sessions via Play By Post here on the forums? I know you can run the adventures as stand alone adventures, but actually running the game as if you were around a table. Sure, it would take longer then 4 hours, but it would provide a similar experience.

Thoughts?


I am curious here as to what is everyones "go to" class in Pathfinder. That one class you find yourself playing again and again. Myself, I sadly don't have enough experience in the system yet to have one (although Oracle, Summoner, and Monk are peakin my interest!) but I would like to hear yours!

Any fun stories you can share about your favorite class would also be cool!


So I have been teaching myself Java recently, and I want to create a java application that basically creates the BBC Code for a character sheet for Pathfinder. Its a bit of an undertaking, but as I just need to code it (the rules already exist) it would not be THAT difficult. Especially if I did it in a step by step system a la the character creation steps that are presented.

What I am curious is this: What would you all consider a good solid "Character Sheet" to look like, for Play By Posting? And yes, this is something I am doing that will be specific to PBP Gaming.


I am just looking around the store, checking out the 3rd party stuff and I got to wondering: What are some of your favorite 3rd party supplements?

The Super Genius stuff sounds interesting for example, but I am not so sure.

What do you guys suggest as stuff that expands on and adds decent new options for the Pathfinder System?


Looking at the Witch Class, I noticed that it defaults to the "she" when talking about the character.

This implies that the default sex would be female. Makes sense when you think about it really, witches are classically female.

But I was curious, as I often am!

Has anyone made a Male witch? Can you do it? I see nothing in the class's description preventing it.

Thoughts?


If you use Summon Monster to summon a creature that cannot speak, and have the Handle Animal skill, can you use the skill to direct the creature in combat?

If you do, does that take a standard action from you to direct it?


I was looking at the alternate favored class bonuses available, and saw this:

Human Monk: Add +1/4 to the monk’s ki pool.

How exactly does that work? Does it mean to add +1 ki every 4 levels to the ki pool? Or add .25 ki points? I am confused by how thats written and I got a human monk so I would like to know what the devil that means.


So last Saturday the site was down for pretty much the entire day (for us EST folks).

I am wondering if every Saturday is a maintenence day or anything.

Also, will you guys ever add PM Functionality to the boards?


So the adopted trait reads as thus (from the SRD)

"You were adopted and raised by someone not of your actual race, and raised in a society not your own.
Benefit: Select a race trait from your adoptive parents’ race"

So does that mean that I get a trait from my adopted parent AND another trait?

Or just 1 trait in addition to the adopted trait?

IE

Adopted Trait
Other Race Trait
2nd Trait

OR

Adopted Trait
Other Race Trait


At 1st Level, an Eidolon can have up to 3 attacks possible due to 1 point evolutions. They are all listed as primary.

For example the one I am building has 1 bite and 2 claws (Quadrapede base form)

Does that mean he has 3 attacks a round? Or, because they are all primary attacks, he can only attack with 1 a round? I ask this because the Claw evolution grants 2 claws and both are primary attacks. This means that if you take that evolution you would get 2 possible attacks that are identical but could only use 1 a round.

Can someone help clear this up?


Hello everyone. This is going to be my first post here on these boards, so be gentle. Names Stomphoof, you can call me Stomp, or Hoof, or Shiny Nut (take your pick).

I just bought the Pathfinder Core Rulebook a few days ago, joined up, and am I devouring the book at the moment. It seems very much like 3.5 D&D just improved (which I like) and I want to try my hand at the ruleset. However, I don't really have time during the week to get out of the house, and while I have tried OpenRPG / Skype gaming, it doesn't work for me.

I do however have alot of free time during the week at work (heheh) and would love to try my hand at Play by Post. I have never actually done it, so I am not sure exactly how it works. I wanted to send a Private Message to a DM to ask some questions but honestly I cannot figure out how to do that on these boards.

So anyway, I am looking for someone who is willing to help a newbie learn how to do this whole PBP thing, as well as help me figure out the bits of the Pathfinder System that I dont know yet (does the Core Book have setting information? I didn't notice it off hand)

Thanks in advance! *waves*

I need to pick out an avatar >.>