Sovereign Dragon

Paladin of Baha-who?'s page

RPG Superstar 8 Season Star Voter. **** Pathfinder Society GM. Starfinder Society GM. 3,540 posts (15,924 including aliases). 1 review. 1 list. 3 wishlists. 27 Organized Play characters. 19 aliases.



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Silver Crusade

2 people marked this as a favorite.

Draw boundary is a very strange spell. Among other things, it allows you to protect a circular area -- of a particular circumference.

I can think of no other spell in Pathfinder or D&D that does the same thing. Everything is determined by radius/diameter.

Incidentally, a circle of circumference 20 has a diameter of about 6 feet, so it's not even a 10x10 square when you first get it. Rounding down, you can only protect a single 5x5 square.

This is a level 6 focus spell with the ability to stop a creature of a type of your choosing from entering a single 5x5 square or, admittedly, crossing a 20 ft line, but let's compare that to the other level 6 spells?

Ice Tomb causes massive cold damage and progressively slows the target. Death Curse, well, inflicts a nasty curse that can lead to death. Restorative Moment fixes Doomed and Drained which are very nasty conditions so it's a nice restorative spell, and could well be clutch if a foe is putting out the doomed condition on folks.

This is weaksauce, and more notably it breaks the normal way spells are done.
It would be better to have a different size rule for a circle instead of a line -- make it a 5 ft radius circle or a 20 ft line.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discussion thread open!

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Forgot to open this gameplay thread for dotting!

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discussion thread open. Game starts on August 13th.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Gameplay Thread open for dotting.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discussion

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Gameplay will commence on July 1st.

You have been summoned to Magnimar, City of Monuments along the coast of Varisia, by Sheila Heidmarch. You are waiting for her to arrive in her study in Heidmarch Manor, her opulent home which doubles as the city's Pathfinder Lodge.

Please feel free to introduce yourselves and roleplay until we get started.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discussion Thread

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Table 2 is open. Gameplay will commence on July 1st.

You have been summoned to Magnimar, City of Monuments along the coast of Varisia, by Sheila Heidmarch. You are waiting for her to arrive in her study in Heidmarch Manor, her opulent home which doubles as the city's Pathfinder Lodge.

Please feel free to introduce yourselves and roleplay until we get started.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discusion thread open.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Open for dotting (dot-and-delete).

Silver Crusade

A Starfinder Society Scenario designed for levels 1-2.

All Starfinders complete their training by conferring with Guidance—a network of uploaded personalities embodying paragons from the Starfinder Society's history. Before receiving the blessing of Guidance, the PCs must meet with and assist critical missions on behalf of key leaders of the Society's leading factions. With the events of the Scoured Stars Incident still fresh in everyone's memory, there's plenty that needs doing to set the Society back on track.

The Commencement is a replayable scenario designed to help introduce players to the factions of the Starfinder Society and areas of importance on Absalom Station.

I am looking for five players (one slot is reserved for SanityAWOL if they want it) to start within a few days, and hopefully finish before the beginning of PbP Gameday 7 on the 13th of August.

First come first serve!

Silver Crusade

The coastal city of Magnimar is no stranger to crime, yet recently, a series of murders has sent a chill through the early morning streets. Someone—or something—is stalking and killing worshipers of Sarenrae, the goddess of the sun. The city guard is prepared to ambush the murderer, but they need help—help of the kind that adventurers are so good at providing. What is the sinister truth behind these violent acts?

Dawn of the Scarlet Sun is a Pathfinder RPG adventure for six 4-6 level characters. Six level 5 pregenerated characters are available for use in this adventure only, although any PFS characters within the level range are available.

Note that this is a Free RPG Day Module, and as such is shorter than most modules or even most PFS scenarios, and success will earn 1 XP and 1 PP at normal advancement.

One spot is reserved for Batpony, so I am looking for five additional PFS characters. I would prefer level five or six, as this module has a reputation for being dangerous.

I would like to begin by the 1st of July if possible. If we don't have a full six by then, I'll keep this open longer. Otherwise we'll start once we have a full table.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discussion thread open.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Gameplay open for dotting.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discussion.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Gameplay thread ready for dotting.

Silver Crusade

I will be running a PFS (i.e. non-core) game of Call of the Copper Gate, for the PbP gameday VII. This will be in the 2nd slot, running 1 October 2018 to 12 November 2018.

A Pathfinder Society Scenario designed for levels 3-7.

Alarm bells blare throughout the Pathfinder Society's Grand Lodge as chaos reigns in one of the vaults below. The PCs must venture into the vaults to put a stop to the mysterious incident. They quickly learn, however, that what has happened in the Grand Lodge is almost certainly not an isolated event. It falls to the PCs to follow this disruption's trail, a mission that puts them on a collision course with mysterious forces that wish to unleash horrors from beyond reality upon Golarion.

Contents in Call of the Copper Gate also contribute directly to the ongoing storyline of the Dark Archive faction.

Silver Crusade

I will be running a CORE game of Destiny of the Sands Part 1: A Bitter Bargain, for the PbP gameday VII. This will be in the 1st slot, running 13 August 2018 to 30 September 2018.

A Pathfinder Society Scenario designed for levels 1–5.

Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage’s investigation of his ancient order; however the lead dried up—that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion’s past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand.

“A Bitter Bargain” is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5–15: Destiny of the Sands—Part 2: "Race to Seeker’s Folly" and Pathfinder Society Scenario #5–16: Destiny of the Sands—Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.

Content in “A Bitter Bargain” also contributes directly to the ongoing storylines of the Osirion [i.e now Scarab Sages], Qadira [i.e. now Exchange], and Sczarni [retired] factions.

Written by Scott Fernandez, RPG Superstar 2013 finalist.

Silver Crusade

I will be running a game of We Be 5uper Goblins, the 5th iteration of the antics of Reta, Chuffy, Mogmurch, and Poog. This will be in the second slot, running 1 October 2018 to 12 November 2018.

We Got it in the Bag!

The Birdcruncher goblin tribe has risen to remarkable heights under the leadership of its four goblin "hero-chiefs"—Reta Bigbad the fighter, Chuffy Lickwound the rogue, Poog the cleric of Zarongel, and Mogmurch the alchemist. But these legendary goblins have outgrown their tiny fiefdom, and they want to explore beyond the same, boring corner of Varisia they've known all their lives. Luckily for them, their minions have brought them something new and interesting to help cure their relentless boredom. A mysterious magic bag offers more adventure than even the goblin chieftains originally realized!

After an evening of drunken revelry, the goblins awaken to discover the most precious member of the tribe, the pig Squealy Nord, has gone missing! Both Nord and a trio of precocious goblin warriors vanished during the night, and the only clue to their whereabouts is a trail of footprints leading into the magic bag. The Birdcruncher chieftains must venture inside the mysterious bag, from which few things have returned, if they're to have any hope of seeing their beloved pig again!

We Be 5uper Goblins! is an adventure for four 6th-level goblin characters, written for the award-winning Pathfinder Roleplaying Game. The adventure takes place in both the land of Varisia and a bizarre demiplane within the Pathfinder campaign setting, and it serves as a sequel to the modules We Be Goblins!, We Be Goblins Too!, We Be Goblins Free!, and We B4 Goblins!, Paizo's popular series of Free RPG Day adventures!

Pregenerated characters can be downloaded here or BBCode profile statblocks here.

Expectations: Since this is a time-limited slot, I will try to make sure to post at least 1-2 times per day, more when there's combat happening, and expect players to post at least 1 time per weekday and 1 time on weekends. During Combat or any time a delay is happening, I will bot if it has been 24 hours since the last post.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Please don't dot in here until your character has been confirmed for the game.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discussion here.

Silver Crusade

1 person marked this as a favorite.

I will be running Skitter Shot for the PbP gameday on the Paizo forums. This will be in the first slot, August 13th, 2018-September 30, 2018.

All Hands on Deck!

Don't worry, the skittermanders are here to help!

When a routine salvage operation deep in the Vast goes awry, the skittermanders Dakoyo, Gazigaz, Nako, and Quonx must board a luxurious cruise liner controlled by a rogue artificial intelligence to save their vesk boss and a group of hapless passengers. All manner of obstacles block their path to success, from malfunctioning massage tables to cybernetic undead to vermin from another plane, but if the skittermanders can work together (something skittermanders do best), they are sure to be hailed as tiny, furry heroes! That is, of course, if the passing pirate starship doesn't blast them all out of space first...

In addition to this exciting adventure, this book includes four pregenerated characters that are ready to play, with full stat blocks and backstories. The inside back cover also holds a wealth of information that will help you roleplay the six-armed creatures, such as their species' thoughts on food, religion, and how to relate to other cultures, as well as examples of skittermander slang.

Pregenerated characters can be downloaded here or BBCode profile statblocks here.

Expectations: Since this is a time-limited slot, I will try to make sure to post at least 1-2 times per day, more when there's combat happening, and expect players to post at least 1 time per weekday and 1 time on weekends. During Combat or any time a delay is happening, I will bot if it has been 24 hours since the last post.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Here's where we can check in! The game starts March 5th.

Please post the following:

Player Name or Handle:
Character Name:
PFS#:
Faction:
Day Job: (If you want to roll it now, go for it)
Anything unique you think we should know about your character:

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Dot here!

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Here's where we can check in! The game starts March 5th.

Please post the following:

Player Name or Handle:
Character Name:
PFS#:
Faction:
Day Job: (If you want to roll it now, go for it)
Anything unique you think we should know about your character:

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Dot here!


Hi, this order is still pending after nearly 2 weeks. If some things are delayed, would it be possible to break it up and ship the things that are available? If not, can you cancel the things that can't be shipped?

Thanks,

Andrew


Hi,

I ordered the pocket edition of the CRB and the Bestiary on June 30th, but it appears that it still hasn't shipped. Why the delay? I want this for my daughter's birthday on the 28th of July. Will it get here in time? If not, I'd like to cancel this order and I'll order it from Amazon instead.


So the rebellion has a treasury, and a minimum amount therein, but doesn't seem to have actually very much in the way of expenses to need that treasury for. You don't have to pay anything for your teams to do stuff. You have to buy things for caches, and bribes, and pay for spellcasting if it's a high level spell. But it doesn't seem to me like there's much to spend on.

I'm considering adding a cost to a lot of the rebellion actions, either a flat amount or relative to the rank, in order to make the economics of running the rebellion more interesting. If I do this, I might make it so that the team can attempt one 'earn gold' action per turn for free.

Has anyone changed things up in the Rebellion so that the players have to track the costs of things more, and if so, how did it go? Does anyone have any thoughts about how well or not well this would work?

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

The Goblin Song

Goblins chew and goblins bite,
Goblins cut and goblins fight,
Stab the dog and cut the horse,
Goblins eat and take by force!

Goblins race and goblins jump,
Goblins slash and goblins bump,
Burn the skin and mash the head,
Goblins here and you be dead!

Chase the baby, catch the pup,
Bonk the head to shut it up!
Bones be cracked, flesh be stewed,
We be goblins—you be food!

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Starting more goblin mayhem soon! Here's the Pregens!


9 people marked this as a favorite.

Wow! I mean, wow! I was not expecting that!

3/5 5/5

Just checking: if you encounter specifically listed treasure in a scenario that is from a source other than Core, if a player is interested in it, can the GM write it onto the chronicle sheet? In Season 7 scenarios, non-core items that would otherwise be always-available are often listed, but of course older chronicle sheets won't have these. Can they be added with GM signoff?

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Discussion thread up!

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

*placeholder*


Hey, I know underlined links have a reputation of being old-fashioned, but they're really a good way of easily seeing what's a link and what isn't. The subtle, barely lighter than black shade of blue that links are on the forums is very hard to distinguish, especially if it's in an ooc comment in a play-by-post. How about it?


1 person marked this as a favorite.

So I've been planning on enhancing my game of Hell's Rebels by adding Cheliax-set modules and PFS scenarios in at appropriate points.

This will obviously involve spoilers for the AP and likely for the add-ins as well.

From Shore to Sea:
I'm thinking that this could be a good add-in for the end of the first volume, since there's no time-limit of any sort associated with the events at the end of In Hell's Bright Shadow. It would be easy for someone to ask the PCs to go check out some strange things happening in Blackcove, which would be relocated to the Ravounel coast of course. They'll be level 4 at the end of the first AP, and I have seven players, so I think they can handle this. I might have to tone down some of the encounters. I think the Skum in this one could be connected in some way to the ones in Turn of the Torrent and Dance of the Damned, and I could move the aquatic elf rangers from the Lucky Bones here. I might use Deep Ones instead and hahve a reduced hit-die, young-template Elder Deep one, or just a Deep One with class levels in a necromancer-type class, probably cleric.

Out of Anarchy:
I'm thinking that Out of Anarchy might fit into Turn of the Torrent. I haven't purchased it or played it, so I don't know too much about it, but I have the idea that maybe Hetamon Haace is trapped in Pezack somehow. His follower Myrletta contacts the PCs and gets them to help him, they go to Pezack either by land or sea and get him out of there, and then when they return, she's the one killed by Varl Wex.

Day of the Demon:
I don't know too much about this, but I figure exploring an abandoned house that was formerly a site of diabolism could fit into the first adventure pretty well.

Others that are noted as taking place in Cheliax are Fingerprints/Fury/Fate of the Fiend series, Echos of the Everwar, and the recent release Faithless and Forgotten. Anyone have any suggestions about how to integrate these, or any other material that could be used?

I've been reading Wayfinder #11 too, which also could have some useful tidbits.


Back when we were doing the previous online gameday there was mention of plans to have another in March. Is that still happening?


2 people marked this as a favorite.

Do you hear the people sing
Lost in the valley of the night
It is the music of a people
Who are climbing to the light

For the wretched of the earth
There is a flame that never dies
Even the darkest night will end
And the sun will rise!

Ok, enough with the Les Mis references, I promise.

I'm recruiting up to 4 people for a game of Hell's Rebels.

I'm really excited about this AP, it seems like one of the most interesting to run yet. It promises lots of skullduggery, rabble-rousing, devil-hunting, and freedom-fighting. There'll be an organization (the rebellion) to run, and an evil Lord Mayor to thwart!

We have two people already playing, with a possible third who hasn't gotten back to me. If this ends up going to seven, I'm OK with that.

Currently, the players are planning on a Gunslinger and a Cleric of Cayden Cailean.

In order to change things up from strict creation rules, I'm letting everyone roll two boons, from a list below, that change things in the base rules.

Here are the character creation rules:

They're more what you'd call guidelines, really:

20 point buy with no stats below 8 after racial adjustment.

Three traits, one of which must be a campaign trait. (no traits that increase your starting gold other than the Child of Kintargo trait)

Select a reason to Protest on page 9.

Core races, Tiefling, and Tengu.

Your PC should be from one of the following locations: Absalom, Andoran, Cheliax, Isger, Molthune, Nidal, Nirmathas, Taldor or Varisia. Elves can be from Kyonin. Dwarves can be from the Five Kings Mountains. Some of the boons allow you to be outside these regions. This page can help you learn more about the geography of the Inner Sea and Golarion. Here's a zoomable map of the Inner Sea.

All paizo classes, except for original summoner and original rogue. Use Unchained rogue and unchained summoner instead. Either version of Barbarian or Monk is fine. In order to be a Gunslinger, you must use the Bolt Ace archetype, or be from Numeria or Alkenstar.

Archetypes are mostly OK. Gun-using archetypes must be from Alkenstar or Numeria. Anything from the technology guide must be from Numeria. Region-related archetypes must be from their regions, e.g. Rondelero fighter archetype must be from Taldor, Kapenia dancer Magus must be from Varisia. Ninjas and Samurai must be from Tian Xia. Racial archetypes, feats, and spells can only be taken by characters of the race in question (half-races count as both of their parent races).

Right now I'm not banning any feats except for Leadership and Antagonize. I'll consider other feats if they come to my attention as overpowered or problematic. This campaign will provide you with an organization to run (the rebellion) and leadership will be redundant.

Variant Multiclassing is allowed with the restriction that you can't multiclass into the class you've selected with the VMC.

Everyone gets background skills as described in Pathfinder Unchained. 2 additional skill points per level, which must be spent in Appraise, Artistry, Craft, Handle Animal, Linguistics, Lore, Perform, Profession, or the following Knowledge skills: engineering, geography, history, or nobility. Artistry and Lore are new skills, explained in the link above. Basically, Artistry is creating works of art, and Lore is knowledge about a particular subject that is more tightly focused than a Knowledge skill. Artistry will be a class skill for any class with a perform skill as a class skill, and Lore will be a class skill for all classes.

We will use Fractional base bonuses to make multiclassing more balanced.

Fighters get Stamina for free, anyone else can take a feat for it. Anyone can take the Signature Skill feat who meets the Prerequisites, although rogues will get it for free. Ninjas get Weapon finesse at 1st level as a bonus feat, and Signature skill at levels 5, 10, 15 and 20. However, they do not get finesse training, so dex-to-damage remains the domain of the uRogue. Ninjas can take Rogue and uRogue talents and vice versa.

Item crafting is allowed. Mundane crafting happens at 10x normal speed, using your craft result as the gp worth of crafting rather than the sp worth. You can raise the DC of a crafting check, for either mundane or magical items, as high as you want in increments of 5 in order to speed up crafting. As an alternative, anyone who wants to skip crafting entirely can swap out any crafting feat they receive from their class for a feat like PFS does it: Alchemists can get Extra bombs instead of brew potion, Wizards can get Spell Focus instead of Scribe Scroll, and so forth. It's up to you.

As in PFS, there are no differences between arcane, divine, or psychic scrolls.

All modern languages are available to PCs of any race.

Prepared spellcasters receive bonus level 0 spells. Prestige classes that advance spellcasting give 2 spells per level for prepared casters.

Everyone will roll 2 30-sided dice to select two boons for their character. If you roll the same boon twice, you get to reroll. If more than one character gets one of the boons marked with a *, I will only select one of them -- you can roll an alternate boon if you don't want to use one of those.


Boons:

1: 25 point buy

2: One of the races listed as a 'featured race' in the ARG*

3: One of the races listed as an 'uncommon race' in the ARG*

4: Any paizo-published race.*

5: Two extra traits of your choice (other than ones which give you more starting gold)

6: An extra non-combat feat of your choice

7: An extra teamwork feat of your choice

8: Worship of an evil god allowed (must be non-evil alignment, a team player and not disruptive)*

9: Evil alignment allowed, but you have to be a team player and not be disruptive. Antipaladins are not allowed.*

10: +2 to a stat that none of your class features rely on

11: -2 to one stat, +2 to another. (No stat may be below 6 or above 20 after racial adjustments)

12: Get Psychic Sensitivity Feat if your class is not psychic. Get a feat requiring Psychic Sensitivity if your class is psychic.

13: You can use Variant Multiclassing (Pathfinder Unchained) without sacrificing feats.

14: You can use Words of Power spellcasting (Ultimate Magic) instead of normal spellcasting if you are a spellcaster.

15: You receive the Combat Stamina feat if you are not a fighter. If you are a fighter, you receive the Push The Limits feat. (Pathfinder Unchained)

16: You can be from Numeria, allowing you to take archetypes, classes and feats from the technology guide, or be a gunslinger.

17-20: You can be from Alkenstar, allowing you to be a gunslinger or take archetypes that give you a gun, or to take the gunsmithing feat.

21-24: You can be from somewhere else in the Inner Sea region than the countries normally allowed.

25-29: You can be from anywhere on Golarion.

30: Pick any of the list, or come up with something else with GM approval.

I'll be looking for people with interesting characters who fit the theme of the AP and look like they're able to RP well, as well as ones that fit into a functional party structure.

Recruitment will be open for 1 week, ending at midnight Arizona time on the 18th, unless I get tons of applicants and decide to end it earlier. There'll be a 24 hour notice if I do that.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Opening the gameplay thread

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

Here's the discussion! I've made the first post in the gameplay thread, giving you a starting point for roleplay. I've sent PMs to everyone in the group, but if anyone is unable to play, we can recruit a replacement.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

A little more than a week after your success in recovering the Dacilane heir from the ruins of the Drownyard, you are summoned to Skyreach again, to await the arrival of Absalom's newest venture-captain, a a tall, dark-haired and olive-skinned Varisian woman named Eliza Petulengro. Renowned for her composure under pressure and the author of more than two dozen Pathfinder Chronicles entries, she appeared in the hall suddenly, a stack of chronicles in her arms, and looked you over before speaking.

"My greatest pupil, Pathfinder Bodriggan Wuthers, has gone missing. He followed a cleric contact back to Wuthers’s home city of Oppara to work on a massive dig beneath the House of the Immortal Son, Oppara’s famed opera house and once temple to the dead god, Aroden. That was a year ago. He sent monthly reports, hoping to see their publication in a chronicle, before all contact dried up a few months back. I’m worried something has gone wrong, and the Society has a vested interest in the artifact he was researching and seeking. We want you to travel to Oppara and find Wuthers. We’d like to know exactly what he was seeking, too, since he neglected to inform us through his monthly correspondence. He hinted only that the cleric of Irori he was working with told him the object was the world’s greatest ‘living’ artifact—whatever that means.

"I have a few tidbits of information to pass to you before you go: the House of the Immortal Son is nearly impossible to access. It took Wuthers months and countless bribes to get where he did. For you, I have a much simpler idea. Go to an opera, wait for an opportunity, and then exploit it to find Wuthers and his dig site.

"Be sure to wear something festive—the Taldan nobility are arrogant on their best days and if you arrive at the opera dressed like that," she waves her hands at you, "they’ll surely lose your tickets or regret to inform you that the opera house is oversold.

She seems willing to answer questions before dismissing you to begin your mission.

Silver Crusade

ship stats:
Speed 6; Maneuver: avg (turn 2) AC 16; TL 15 HP 140; CT 28 Shields 21 (fwd 7, port 0, stbd 7, aft 7) Attack (Fwd) heavy laser cannon (4d8); (Tur) coilgun (4d4) Power Core 150 PCU; Mods: +1 Pilot; Complement 2–6
Copper Gate | Skittershot | We Be 5uper Goblins!

This is a placeholder for a group to discuss the possibility of a Hell's Rebels AP PbP game to begin in the near future. Recruitment is not starting yet.


I'm planning on taking a Core wizard up all the way to retirement eventually. I'm not sure what item to take as an arcane bond.

I won't be able to use the crafting ability at all until level 3 at the earliest, if I go with an amulet. There don't seem to be many amulets that are very useful for wizards, though. I suppose an amulet of natural armor would always be useful for a wizard who can't wear armor, but it's kinda boring. Are there any amulet-type wondrous items I've overlooked that are available in Core? (Of course I might always get a cool one on a chronicle sheet, but I can't depend on that.)

Alternatively, being able to make wands would be nice at level 5, but being limited to the lowest possible level makes that annoying. One of the nice things about crafting wands in ordinary games is the ability to craft them at higher caster levels, but that's not allowed in PFS. (As far as I know, that is. If I'm wrong, feel free to say so.)

Rings of Wizardry do look nice, but level 7 is the earliest I could use one, making it troublesome to wait that long.

Staves are not a meaningful option, coming online at 11, which is nearly the end of the PFS career. I suppose if there's a staff I really really want at that time I could replace my bonded object.

I don't really expect to use weapons at all, so selecting a weapon would be a waste of time.

So, any suggestions?


The Worm that Walks template indicates that the worms eat the body of the dead spellcaster and become a vessel for their soul. Does this leave a skeleton, or other remains that could be found?

3/5 5/5

So, I've had games in PbP where some players seem to drift away, posting very little or not at all. How would I handle this in a PFS scenario?

If they've participated in three or more encounters, I think they're still entitled to a chronicle sheet, right? What if they haven't, e.g. if they stop responding after the first or second?

3/5 5/5

If I run through it with some level 2 PCs and some Level 1 PCs, and the APL is such that all of the encounters are subtier 1, do the level 2 PCs get subtier 1 or subtier 2 gold?

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