Kenku

Reckless's page

Goblin Squad Member. RPG Superstar 6 Season Marathon Voter, 7 Season Dedicated Voter. Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber. ** Pathfinder Society GM. Starfinder Society GM. 4,227 posts (6,504 including aliases). 3 reviews. 2 lists. No wishlists. 12 Organized Play characters. 50 aliases.



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Liberty's Edge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Looking for some play-by-post superhero action? Why not play some Mutants and Masterminds on Reckless's Gaming Den Discord Channel?

This is a (free) Reckless play-by-post playthrough of an alternate world New Mutants campaign.

It's 1982 and the X-Men are dead. Lost to the Brood in the cold, dark depths of space.

But the dream lives on. And new mutants manifest their powers every day. The need for the Xavier Institute of Higher Learning has never been clearer.

As a student of the institute, you'll face a world that hates and fears you just for being different while you try to save it.

Mutants and Masterminds! New Mutant Style.

Expect......
Teen drama
️ Mutant battles with X-Men style foes
Traumatic events and their fallout
Dealing with prejudice against mutants
An alien invasion from within?????!

Setting Notes
This is a version of the Marvel Universe where the X-Men died in their initial battle with the Brood, with only one surviving member who managed to avenge them. The team is a group of new mutant students at the Xavier Institute (custom created during by you) who were recruited by Professor X. He has declared the school will be a place of learning, not combat training, unwilling to "repeat the mistakes of the past".

Fate may have other plans. The professor's motives are not entirely his own, and the horrid consequences will shape the destinies of these teens forever.

Essentials include....
Emphasis on character development and making this campaign truly yours.
Time management keeping things moving forward at an enjoyable pace.
Dramatic Personae who will have you bringing your own characters' emotions to life.
Support for new players, everyone is welcome and learn together.

You must be able to join my Discord channel for gameplay, and may submit characters either here or there as you see fit. (I will PM invitations to my Discord Channel to those who request it.)

Start working on your character concept and post it here or on the Discord.

Character concepts should include a few paragraphs of background, a power summary, your level of experience with the New Mutants/X-Men and with Mutants and Masterminds, and anything else you want to say to help me decide who should be in the group. Players are welcome and encouraged to collaborate, help each other out, etc.

Based on interest levels, recruiting should take a few weeks.

Actual character creation/finalization/tweaking will take place following the recruiting phase.

For sake of people who build as part of their conceptualization, Power Level will be 8 with a maximum non-enhanced stat of 4, and 18 power points per PL instead of 15. Since these are teens, maximum skill bonus is +6 without mutant power enhancement and +12 with enhancements.

Power Ranks are capped at 10 with the following exceptions: Immunity, Impervious Defense (capped at 16), and Senses; the normal power trade-off rules apply. No one should build a character with Immunity to Will or Mental Effects, although Impervious Will Defense is fine.

Some Questions to answer in your background:

How old is your character (age range 13-17 is typical)?

How did your mutant powers manifest? What do the powers look like when they are used?

Does your family know about your powers? How did they react to finding out you're a mutant, or your powers specifically?

How does your character feel about being a mutant?

When contacted by the Xavier Institute about recruitment, how did your character react?

Who was your character before they gained mutant powers and how has developing their mutant abilities altered that, if at all?

What is your character's greatest fear? What is it they hope for?

Liberty's Edge

Male Human Commoner 2

Welcome one and all.

Liberty's Edge

Male Human Commoner 2

The sleepy village of Heldren has rarely seen so much excitement or concern. Hunters from the nearby Border Wood speak of unnaturally cold weather at the height of summer that descended on the forest just days ago. Heavy snow followed, and those who returned spoke of an uneasy presence in the woods, as well as new, dangerous predators. No one knows what this event means, but the town’s soothsayer, Old Mother Theodora, claims dark times lie ahead.

As if in proof of that dire prophecy, a badly wounded mercenary arrived in town yesterday, claiming to be a bodyguard of Lady Argentea Malassene. He told the village council that the noblewoman’s escort came under attack by bandits and strange, wintry creatures near the edge of the Border Wood.

He alone escaped, and Lady Argentea was dragged away into the forest. Now the townsfolk cast fearful eyes toward the snowy forest, worried what else might emerge to threaten their peaceful village.

Map of Heldren

Map Key:

Heldren village
Qualities broad-minded, rumormongering citizens
DEMOGRAPHICS
Government council
Population 171 (152 humans, 6 dwarves,5 halflings, 4 gnomes, 3 elves, 1 half-elf)
Notable NPCs
Councilor Ionnia Teppen (middleaged female human) Elder Natharen Safander (male half-elf cleric of Erastil), Soothsayer Old Mother Theodora (venerable female human)
NOTES
Broad-Minded: The citizens of Heldren are open, friendly, and tolerant, and react positively toward visitors.

1 Armory
2 Isker’s Smithy
3 General Store
4 Town Hall
5 Willowbark Apothecary
6 Barber
7 The Silver Stoat
8 Livery Stable
9 Town Square
10 Ionnia Teppen’s House
11 Temple of Erastil
12 Carpenter
13 Heldren Sawmill
14 The Butcher of Jalrune
15 Old Mother Theodora’s

Some additional things you may know or have heard as rumors. You are allowed on Society or Diplomacy check, and reveal everything with a DC under your check.

Society or Diplomacy DC 10:

Old Man Dansby claims that someone keeps stealing from his fields. His farm lies closest to the Border Wood, where half his crops have died from an icy frost and the rest have been carried off.

Society or Diplomacy DC 12:

A farmer’s son took ill a few days ago after falling through the ice over Wishbone Creek. The boy said he spotted a white stag in the forest—and heard it talking—then tried to follow it.

Society or Diplomacy DC 15:

A group of rangers in the Border Wood called the High Sentinels usually keep bandit activity curbed. They’re doing a poor job if brigands could attack a well-armed caravan and abduct Lady Argentea.

Society or Diplomacy DC 18:

Locals say a hunter named Dryden Kepp claimed he saw a giant white weasel on the High Ridge in the forest. No one believed him so he went back to trap it and prove them wrong.

Society or Diplomacy DC 20:

Two weeks ago, Lady Argentea Malassene traveled past Heldren on her way from Oppara to Zimar to meet her betrothed. Rumor has it the two didn’t get along and Lady Argentea caused a scandal by calling off the engagement and returning home.

Entering the village from any direction, the village square is visible at the crossroads. The most notable feature of Heldren’s town square is the large statue of a beautiful woman right in the center of the town. Usually just called “the Lady,” the statue has been here for as long as anyone can remember, and no one knows who it actually represents. Some believe the Lady was the founder of Heldren or some ancient, forgotten Taldan noblewoman or even a mysterious fey forest goddess. Others have more sinister theories—an evil witch turned to stone for her wickedness or a magical statue through which the satrap of Qadira can spy on Taldor. On any given day, a few entrepreneurs selling goods or produce can be found on the square, and a market is held on the last Fireday of every month. Elder Natharen Safander also hosts the annual Harvest Feast in the town square, during which the people of Heldren erect a giant bonfire in the square and bedeck the Lady in garlands of flowers.

Today, however, you witness a different offering for the lady, for, as you approach the square on your way to find out what all these rumors are about, you witness the fluttering of a single snowflake, too large to be natural, almost the size of a blacksmith's fist, ripping through the air like an enchanted weapon seeking a target on a wind from the southwest, cutting back and forth until it lands at the lady's feet just after colliding with her cheek, leaving a chunk of its ice under her eye, which melts in the summer sun, forming a teardrop. The snowflake also melts rapidly after it lands, leaving scant trace except a patch of mud in the square's dirt.

Perhaps it's coincidence that all of you witness this upon your arrival at the square. Perhaps, it is fate being born.

Liberty's Edge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

There was some interest posted to the other thread looking for GMs and Players for Reign of Winter, and most of it indicated a preference for pbp vs. VTT, which read as the original intent of that post.

So as not to hijack that post, I am posting this recruitment instead.

❄️ 1) This is a PBP here on the Paizo Boards

❄️ 2) There is an expectation of at least once a weekday post rate, with once a weekend also encouraged.

❄️ 3) This will be for Second Edition (soon remastered) Pathfinder, not first.

❄️ 4) In addition to converting the module's key encounters and set pieces to 2E, I will be editing it for play by post format, meaning I will be eliminating and/or summarizing some of the "padding" encounters designed to merely get you enough XP to be appropriate level. We will instead be using milestone leveling and keeping the story beats with a pace designed to keep this from taking four or more years to complete.

❄️ 5) This adventure features depictions of witches as evil, child endangerment, kidnapping, freezing dangers, real world politics (albeit Russian and a few centuries old), guns, and a number of scenes that require subterfuge to survive. Some of this can be edited out, I fully intend to run lines and veils with those finally selected and I am already planning on editing the material to some degree. Some of it is intrinsic to the plot, so if I mentioned anything you have a strong objection to having in the game, please PM me with your concerns and I will see how best to proceed regarding submission.

❄️ 6) I run some pro/paid VTT games, and will not be available during the times those games are going on. Should this game kick off, I will include updated times in the campaign thread.

❄️ ❄️ ❄️ ❄️ ❄️ ❄️

The sleepy southern town of Heldrin boasts a community barely toppling 150 souls, mostly humans, halflings, half-elves, elves, and gnomes. You know your neighbors and they know you. You've dwelt here long enough to feel at home.

So when snowflakes start falling one summer day, you know something is wrong. Something unnatural. The beginning of something.... chilling.

❄️ ❄️ ❄️ ❄️ ❄️ ❄️
The original Reign of Winter Path was made for Pathfinder 1st edition and took the characters on a journey northward and beyond to face a variety of dangers featuring a plot to throw the whole of Golarion into the icy depths of winter.

I've updated the adventure path to second edition, enhanced and expanded the story line, created new wintery opponents, and added even more chilling details to the witch queen behind the threat, and, of course, Baba Yaga.

This adventure path starts in a southern town, but moves beyond to the frozen north and even on to other planets- including a pocket dimension on Earth- so strap in and get ready to fly the original tardis, Baba Yaga's Hut, and stop the Reign of Winter from overtaking Golarion.

❄️ ❄️ ❄️ ❄️ ❄️ ❄️

This Adventure Path will take PCs from level 1-20
We will use the ancestry paragon and gradual ability boosts options.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hi everyone. I've got a few online games of Pathfinder getting off the ground for my paid/pro-gm running on Foundry VTT and Discord, and each of them could use some more payers if you'd be interested.

Both games I'm seeking players for are Isekai games. Isekai is a sub-genre of anime and manga wherein the protagonist(s) is transported to a different world, often gifted with amazing powers or extraordinary abilities, and/or able to use their knowledge from their old world in new and exciting ways. These particular settings utilize many of the tropes from this style, including the reincarnation sub-genre wherein a modern earthling is reincarnated into a "world-appropriate" body of another ancestry and given additional abilities that break the norms of the world they're inserted into.

Game One: Fists of the Ruby Phoenix
Level 11-20 Free Archetype Ancestry Paragon
This one only has 2 seats left

It's not every day you get hit in the face with a truck. Only the last day of your life on Earth, as it happens. It was over quick. Then came the darkness. Some time later, the light came. You know, that tunnel of light you always hear about?

But the tunnel didn't lead to heaven for you. Nope. It led to a line. You don't know how long you were in it, but it seemed like days, maybe even weeks. It wasn't one of those fun "there's an amusing ride at the end of the line" waits, either. It was a DMV in NYC kind of line. Complete with a DMV-faced clerk at a desk at the end of the line.

Turns out, you weren't even supposed to be hit by that truck, can you believe it?

The Fists of the Ruby Phoenix Adventure Path for characters level 11-20 is a high octane ride through a fighting tournament with plenty of surprises along the way. Compete in a contest that usually only happens once in a lifetime, against foes whose mettle has been proven across Golarion for the grandest prize of all: your choice of the Ruby Phoenix's collected treasures. Oh, and something maybe slightly more valuable, a new life.

But, why stop there? The adventure is ripe with video-game and movie-like scenes straight out of Mortal Combat and similar action-packed fighting club culture. So I thought, why not make it an Isekai game? Isekai is the genre where modern people are transported into a world not their own and given tremendous game-like powers and skills. Often, they include a super-power or tool that other "residents" of the game world don't have.

I've incorporated this idea into the campaign, and players get their choice from among over 30 super powers.

Game Two: Isekai Deadly Dungeon Crawl
Level 5-? Free Archetype Ancestry Paragon
This one has 3 seats left

It's finally come out! The hottest 3-D Virtual ARPG console game ever made by Sonari! The Deadliest Dungeon-- the toughest, meanest old-school dungeon crawl ever updated to the newest graphics, systems, and rules.

You could hardly wait to plug in and start playing. Of course, your parents insisted you finish your homework first, so you did most of it during study hall, so there was less in your way.

And, man, these graphics don't disappoint! The beginning sequence, some poor sap going down into the first level and... ugh, turns your stomach just thinking about it. But it's time to create your avatar, select your stats and class, and fire this thing up. You hear your mom's voice calling, but it seems faint and far away. You reach up to take off the 3D goggles, but they're.... gone.... what is....

If you're new to Start Playing Games, you can follow this link to get a $10 credit for signing up.

Liberty's Edge

Male Human Commoner 2

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Liberty's Edge

Male Human Commoner 2

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Liberty's Edge

Male Human Commoner 2

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Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

[Insert Obligatory Hazzah]

Liberty's Edge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Welcome to the ‘Verse. Arinolus, your creator-god has a need of your service. There are artifacts which must be gathered so that Arinolus may defeat his nemesis Sporaxus. These artifacts have been spread throughout the Realms of the ‘Verse. You must travel to these Realms, discover the location of the artifacts, and secure them from their guardians.

This is a campaign for 2-5 people willing to put the effort into creating and running some Epic beings.

Character Creation

All Stats start at 18. Borrowing slightly from 2E, four different Attribute Scores are boosted by 1 every 4 levels, for a total of seven sets of boosts, in place of any other Attribute progression systems. No ability may be raised higher than 50 by any means.

You must create a 30 RP custom monstrous race using the Advanced Race Guide.

Characters will be Gestalt level 30. If you wish to multiclass on either side of the Gestalt, you must take at least 10 levels in each class you have. Archetypes follow normal rules.

Because we will be using Jesse’s Epic Pathfinder Rules, these are the class options able to be used without additional work: Alchemist, Barbarian, Bard, Cavalier, Cleric, Druid, Fighter, Gunslinger, Inquisitor, Magus, Monk, Oracle, Paladin, Ranger, Rogue, Sorcerer, Summoner, Witch, Wizard. If you want to play something else, you’ll need to develop the class’s Epic structure and submit it along with the character. That said, I will allow other pathfinder and third party classes if you’re willing to put in that work for them.

We will use elephant in the room feat system.

We will use Background Skills. Additionally, the minimum Skill per level for all classes is raised to 6 + Int modifier. Classes that already have 6/level or higher add +3 skill points/level.

Characters get one feat per level instead of the usual progression, for a total of 30 (regular) feats plus bonus feats from races/classes/etc.

After 20th level, characters get 1 Epic feat per level, for a total of 10 Epic Feats.

Templates? No, although the specific epic magic items in Jesse’s guide that provide templates are allowed to be purchased and used to gain one template that way.

Starting Wealth: 8.5 Million gold

Characters are Mythic Tier 1 with two bonus Mythic Path Abilities: Interversal Traveller and Opponent Reading. Progression in the campaign will be handled through additional Mythic Tiers, not levels. Mythic Tiers will come with 1 Mythic Feat and one Mythic Path Ability each sprinkled with some bonus Mythic Path Abilities.

This campaign will be goal-focused on collecting the artifact-components needed to destroy a rival god by travelling to different Realms within a Multiverse—these realms are only traversable via Interversal Portals, magic alone simply cannot travel from Realm to Realm, although it can be used to travel the different dimensions and worlds within a given Realm.

Interversal Traveller:

You are able to detect the location of Interversal Portals within a given Realm. Portals are fully blocked from any form of scrying or planar travel/teleportation in or out to a range of fifty miles. They allow travel from one Realm to another specifically connected point in another Realm.

Opponent Reading:

By a mere glance, you are able to tell the capabilities of all creatures you come across. This takes the form of stat blocks being presented at the beginning of encounters. This will allow you to give full descriptions of what happens when you attack, etc. Players will roll necessary saving throws, etc. of creatures they target to speed up gameplay and facilitate descriptive processes.

Liberty's Edge

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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

One thing about living in Santa Carla I never could stomach. All the damn vampires.-- Grampa

Interest check/recruitment for a high power martial-focused game of Pathfinder 2E set in an old west world where vampires have taken over the world and the people are merely cattle for them to feed on. Against this bleak landscape, the PCs have been imbued with superhuman powers, armor, and weapons by the dying wish of the world's last god. Will it be enough to fight back against the hordes of vampires coming to feast on their blood? Will they be able to win back the night and destroy the Progenitor, the Vampire Queen Isildae?

Level 13 Characters

GMG optional rules used: Dual Class*, Free Archetype (no Multiclass Dedications used as part of the free Archetype- you can substitute them for regular class feats though), Automatic Bonus Progression (plus 500 gp worth of consumables/non-magical gear, 2 weapons with up to two runes of level 11 or lower each, one and armor with up to two runes of level 11 or lower), Ancestry Paragon**, Proficiency Without Level

*Class Limitations: Alchemist, Barbarian, Champion, Fighter, Gunslinger, Inventor, Investigator, Monk, Ranger, Rogue, Swashbuckler, Thaumaturge; any other classes may only have the features gained through multiclass dedications and feats being substituted for class feats.

** Human Ancestry Only; your Heritage must be one of the following: Aasimar, Aphorite, Changeling, Dhampir, Duskwalker, Ganzi, Ifrit, Oread, Suli, Sylph, Tiefling, Undine

Recommended resources: Pathbuilder 2E, Dusk Veil Modern Firearms --> No access to machine pistols/guns

Gameplay will last probably four to six months and take the characters to level 17.

Liberty's Edge

Male Human Commoner 2

Coming soon to a venue near you.....

Liberty's Edge

Male Human Commoner 2

Congratulations on your selections.

We have a bit of cleaning up to do before getting started in regards to backstories, complications, and finalizing character builds.

If anyone would like suggestions on tweeks of their character builds, I'll be happy to take a closer look and offer suggestions for changes.

We need to decide the nature of the group's relationship, maybe work out a "group origin story".... also part of the needed finishing of the backstories.

I'm thinking of having the campaign start it focus on Starling City, which,as I mentioned, is located in place of Atlantic City and the former home of the vigilantes known as the Hood and the Punisher.

I'd like to get people to have finalized backstories, builds, and a group consensus on team origin and name by the end of the week. Once we've gotten there, we'll start up gameplay thread in earnest.

Feel free to "dot and delete" in the gameplay thread.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

The Hybrid World is a mix of some DC and some Marvel content, but without mysticism, magic, extreme levels of high tech, gods, cosmic entities, or an overwhelming amount of super-powered beings.

While some of the big names exist in altered forms, the huge swath of superhumans or metahumans do not exist. The Speed Force does not exist. The "Quantum Realm" does not exist. There is no sorcery, no magic, no supernatural, and no returning from the dead.

Inhumans are closer to the Agents of Shield version than any comic book or other cinematic version. Deviants were similarly exposed to experimentation by the Kree, but their appearance and abilities widely vary and are quite often disturbing. Mutants are more in line with the first X-Men movie, more of an urban myth than accepted reality at this point.

While there are alien races out there, so far, a lone Kryptonian, several Kree, and Martians in Exile are the only known visitors to Earth.

See the Campaign tab for a timeline.

Looking for mutants, inhumans, deviants, super soldiers, mutates, and other freaks to form the world's greatest heroes.

Looking to do a PL 12 campaign.

Something is coming from the stars and Earth will need defenders.

Liberty's Edge

Male Human Commoner 2

As requested, discussion thred.

Liberty's Edge

1 person marked this as a favorite.
Male Human Commoner 2

Dot.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
The Shackleton Expanse by Modiphius Entertainment wrote:


Despite all we know, now in early 2371, and with all the areas of the Alpha and Beta Quadrants we have surveyed and mapped, there are still huge swaths of space still unknown to us. Even with the looming Dominion threat and the potential for another Borg incursion, exploration remains Starfleet’s primary mission. We look toward the uncharted regions of space and investigate them to push the boundaries of our knowledge, one sector at a time.

The Shackleton Expanse, located far beyond the outer edges of Federation space and the Klingon sphere of influence, is one such region full of mystery and potential. The Federation, along with our firm allies the Klingon Empire, look toward exploring the Expanse together. To that end, we are launching a coordinated venture into the Expanse in order to gain knowledge, to seek out new allies, and to scout out candidate planets for colonization.

Captain, your ship and crew have been assigned to Starbase 364, also known as Narendra Station, as part of that coordinated expedition. Like pioneers of old, you and your crew will boldly venture forth into the unknown reaches of the Expanse, with little more to rely on than your fellow crewmates, your wits, and your starship. Fair winds and following seas to you and your crew.

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Free Quickstart Rules
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Free Character and Starship Sheets
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Character Creation

Step One: Species:

Starting Points
All characters begin with a score of 7 in each Attribute and 1 in each Discipline. These will increase as you move your character along their lifepath, up to a maximum of 12 for Attributes and 5 for Disciplines (only one Attribute may be a 12 and only one Discipline a 5, all others must be below this.) If you end up with scores above this, you will fix it during Step Seven.

Choose one of the following Species or Roll a d20 for a Random Species.
d20.. Name..........+1 to these Attributes.....................Available Talents (Choose one from Species or General Talents)
1...... Bolian..........Control, Insight, Presence...........Warm Welcome, Born Near a Warp Core
2...... Benzite........Control, Insight, Reason............Meticulous Analysis, All Fingers and Thumbs
3...... Caitian..........Daring, Fitness, Insight............Disarming Nature, Prehensile Tail
4...... Denobulan...Fitness, Insight, Reason............Cultural Flexibility, Parent Figue
5...... Betazoid......Insight, Presence, Reason............Empath, Telepath
6...... Bajoran.......Control, Daring, Insight................Orb Experience, Strong Pagh
7...... Andorian......Daring, Control, Presence...........Proud and Honorable, The Ushaan
8-13. Human.........choose three..............................Resolute, Spirit of Discovery
14.... Tellerite......Control, Fitness, Insight..............Incisive Scrutiny, Sturdy
15.... Vulcan........Control, Fitness, Reason...............Kolinahr, Mind-Meld, Nerve Pinch
16.... Trill..............Control, Presence, Reason...........Former Initiate, Joined
17.... Efrosan......Fitness, Presence, Reason............Visual Spectrum, Oral Scholar
18.... Klingon ......Daring, Fitness, Presence............To Battle!, Brak'Lul,R'Uustai
19.... Ktaran........Control, Reason, (Fit OR Pre)...........Deep Determination, Negotiate From Strength
20.... Zakdorn.......Insight, Presence, Reason............Tactical Voice, Master Strategist

Each Species adds +1 to the listed Attributes. Your Character gains a Trait for their Species (Andorian for an Andorian, etc.: These give specific benefits based on Species) and may choose 1 Talent from general Talents or the talents available to their Species.

Step Two: Environment:

Randomly determine the environment you grew up in from the following table.
1 Homeworld (Increase one Species Attribute +1; Increase Command, Security, or Science +1)
2 Busy Colony (Increase Daring or Presence +1; Increase Command, Security, or Science +1)
3 Isolated Colony (Increase reason or Insight +1; Increase Engineering, Science, or Medicine +1)
4 Frontier Colony (Increase Control or Fitness +1; Increase Conn, Medicine, or Security +1)
5 Starship or Starbase (Increase Control or Insight +1; Increase Command, Conn, or Engineering +1)
6 Another Species' World (Randomly roll a Species from Step One and then choose 1 of that Species' Attributes to increase +1; Increase any 1 Discipline +1)

Each Environment gives a Value, +1 to a single Attribute, and +1 to a single Discipline. The Value should reflect how the character fits in or doesn't fit in to the society they grew up in.

Step Three: Upbringing:

Roll on the following table to determine your character's Upbringing:
1 Starfleet
2 Business or Trade
3 Agriculture or Rural
4 Science and Technology
5 Artistic and Creative
6 Diplomacy and Politics

A character's Upbringing can have a deep impact on their lives, whether they embraced or rejected it.

An Upbringing gives a character three Attribute points spread between two Attributes determined by whether they accept or reject their Upbringing. It also provides a single point to add to Disciplines from among a specific set. The Character receives a Talent from the list of General talents. Lastly, the player may select a Focus for their character which reflects their Upbringing.

Starfleet-
Accept: Control +2, Fitness +1
Reject: Daring +2, Insight +1
Disciplines: Any

Business or Trade-
Accept: Presence +2, Daring +1
Reject: Insight +2, Reason +1
Disciplines: Command, Engineering, or Science

Agriculture or Rural-
Accept: Fitness +2, Control +1
Reject: Reason +2, Presence +1
Disciplines: Conn, Medicine, or Security

Science and Technology-
Accept: Control +2, Reason +1
Reject: Insight +2, Daring +1
Disciplines: Conn, Engineering, Medicine, or Science

Artistic and Creative-
Accept: +2 Presence, Insight +1
Reject: Fitness +2, Daring +1
Disciplines: Command, Engineering, or Science

Diplomacy and Politics-
Accept: +2 Presence, +1 Control
Reject: +2 Reason, +1 Fitness
Disciplines: Command, Conn, or Security

Step Four: Starfleet Academy:

Your character gains some control over their lifepath when they join Starfleet Academy.

Choose one of the following Academy Tracks.: Command, Operations, or Sciences

You can choose to have a four year track, graduating as an Ensign, or a longer path for an advanced degree (such as a doctorate), taking an additional 2 years, and graduating with a rank of Lieutenant (junior grade).

Each Character gains a Value, reflecting the shaping of their thoughts wrought from their time at the academy. They also gain a Talent from the general Talent List, or from the list of Talents related to their Track.

Attributes: The character gains three points, which must be split between two or three Attributes.

Focuses: The character gains three Focuses, at least one of which must be related to their Track.

Command Track
Disciplines: Choose either Command or Conn as a major; increase this Discipline by 2, then select two other Disciplines to increase by 1 each. No Discipline may be higher than 4 at this point of the character creation.
Talents:
BARGAIN
REQUIREMENTS: Command 3+
When negotiating an offer with someone during Social Conflict, you may re-roll a d20 on your next Persuade Task to convince that person. If the Social Conflict involves an Extended Task, you gain the Progression 1 (page 91 of the Star Trek Adventures core rulebook) benefit when you roll your Challenge Dice.
CALL OUT TARGETS
REQUIREMENT: Command 3+, Security 3+
Upon assisting a character making an attack (using either the Assist Task, the Direct Task, or some other means), the helped character generates one point of bonus Momentum if they succeed; bonus Momentum cannot be saved to the group pool.
CALL TO ACTION
REQUIREMENT: Command 3+
In a Conflict, a character may use the Prepare Minor Action to grant one ally a Minor Action of their choice (performed immediately) if they can communicate with that ally.
COLD READING
REQUIREMENT: Command 4+
Succeeding at a Task during Social Conflict generates one bonus Momentum which must be used for the Obtain Information Momentum Spend to gain knowledge about an individual on the other side of the interaction. If the Social Conflict involves an Extended Task, the character gains the Scrutinize 1 benefit (see page 91 of the Star Trek Adventurescore rulebook) when rolling Challenge Dice.
COORDINATED EFFORTS
REQUIREMENT: Command 4+
During an Extended Task, an assisted character may gain either the Scrutinize 2 or Progression 1 benefits (see page 91 of the core rulebook) when they roll their Challenge Dice.
DECISIVE LEADERSHIP
REQUIREMENT: Command 4+
In a Conflict, whenever the character performs the Assist Task and would then pay two Momentum to keep the initiative, the cost to keep the initiative is reduced to 0.
FLEET COMMANDER
REQUIREMENT: Command 4+
Commanding a vessel during a fleet action reduces the Difficulty of a Task to grant a bonus to your vessel or group by 1, to a minimum of 1. Aboard a vessel during a fleet action, the character may treat the vessel as having a Command Department of 4+, regardless of the actual
value.
MULTI-DISCIPLINE
REQUIREMENTS: Command 3+; Not Commanding Officer or Admiral
The character may select one additional Role, but not Commanding Officer or Admiral.
PLAN OF ACTION
REQUIREMENT: Command 4+
When an ally succeeds at a Task that was made possible
or had reduced Difficulty because of an Advantage created by the character, if that Advantage represented a plan or strategy, they generate two bonus Momentum. Bonus Momentum cannot be saved into the group pool.
TIME MANAGEMENT
REQUIREMENT: Command 4+
During any Challenge, Extended Task or other activity under time pressure, the character may attempt a Control + Command Task with a Difficulty 3. If this Task succeeds, reduce the total number of intervals the Players have taken by 1; for every 2 Momentum spent (Repeatable) reduce by a further 1. The character has managed to minimize lost time. If the Task fails, add one additional interval as the character’s efforts actually waste time.

Operations Track
Disciplines: Choose either Engineering or Security as a major; increase this Discipline by 2, then select two other Disciplines to increase by 1 each. No Discipline may be higher than 4 at this point of the character creation.
Talents:
COMBAT MEDIC
REQUIREMENTS: Security 2+ and Medicine 2+
The character’s abilities in field medicine and battle triage are exceptional and their presence inspires allies to continue any fight. Whenever the character attempts the First Aid Task (Star Trek Adventures core ruebook p. 174), they may spend one Momentum to cause the recipient to regain points of Stress equal to the numaber of the character's Medicine Discipline. A character may only regain Stress in this way once per scene.
CRIMINAL MINDS
REQUIREMENT: Security 3+
By imagining they are a suspect, and thinking in the same way, the character gains insight into a criminal’s thought processes or actions. Whenever a character succeeds at a Task to interpret information about a suspect using Reason, a character generates 1 bonus Momentum which may only be used for the Obtain Information Momentum Spend.
CRISIS MANAGEMENT
REQUIREMENTS: Security 3+ or Command 3+
Small squad tactics can mean the difference between life and death in a dangerous, hostile situation, and the character excels at coordinating action in battle. The character may make use of the Direct Task (Star Trek Adventures core rulebook p. 173). If they already have access to the Direct Task, they may do so twice per scene instead of once.
DEADEYE MARKSMAN
REQUIREMENTS: Security 3+ and Control 10+
The character has spent time at the target range every day, working on their aim. When the character takes the Aim Minor Action (Star Trek Adventures core rulebook p. 172), they reduce the Difficulty of their next Attack by 1, in addition to the normal effects of the Aim Minor Action.
FIRE AT WILL
REQUIREMENTS: Security 2+ and Daring 9+
The character is capable of tracking multiple targets and making attacks against them with great effect. Whenever the character makes a ranged weapon attack, and then uses the Swift Task Momentum spend to make a second ranged attack, they ignore the normal Difficulty increase from Swift Task.
FULL SPREAD — MAXIMUM YIELD!
REQUIREMENT: Security 3+
The character is skilled in setting up torpedo attacks. In addition to the normal benefits of a Salvo, the attack also gains the benefit of the Devastating Attack Momentum Spend as though 2 Momentum had been spent. The Devastating Attack Momentum Spend may not be selected again for this attack.
HUNKER DOWN
REQUIREMENT: Security 2+
Making good use of the surroundings for protection is one of the hallmarks of a skilled soldier. Whenever the character rolls Cover Dice (Star Trek Adventures core rulebook p. 171), they may add +1 Resistance to the total for each Effect rolled.
LEAD INVESTIGATOR
REQUIREMENTS: Security 3+ and Conn 2+
The character has a mind intrigued by mystery and investigation, and is often called upon to review and coordinate response to lawbreaking. The character generates two bonus Momentum after a successful Task to investigate a crime.
MARTIAL ARTIST
REQUIREMENT: Security 4+
There are countless forms and styles of hand-to-hand combat, and the character has mastered several of them. The character’s Unarmed Strike attacks gain the Intense Damage Effect. If the character also has the Mean Right Hook Talent, then both Damage Effect apply when Effects
are rolled.
PRECISION TARGETING
REQUIREMENTS: Security 4+ and Conn 3+
Having extensive knowledge of ship systems and operations, the character can easily target specific systems when attacking an enemy vessel. When the character makes an attack that targets a specific System they may reroll 1d20 in their dice pool, and the attack gains the Piercing 1 damage effect.

Sciences Track
Disciplines: Choose either Medicine or Science as a major; increase this Discipline by 2, then select two other Disciplines to increase by 1 each. No Discipline may be higher than 4 at this point of the character creation.
Talents:
BEDSIDE MANNER
Requirements: Command 3+ and Medicine 3+
When the character succeeds at a Medicine Task to heal another’s Injury, the character may immediately remove a personal Complication from the patient, even if that Complication was unrelated to the treated Injury. In addition, whenever this character attempts a Reputation Check, they
are considered to have one additional positive influence.
CHIEF OF STAFF
Requirements: Medicine 3+ and Command 3+
When using the Medicine Discipline to provide assistance to another character attempting a MedicineTask, all characters providing assistance may reroll one d20 in their dice pool.
CYBERNETICIST
Requirements: Engineering 3+ and Medicine 3+
Whenever the character attempts a Task to work on, install, or remove a cybernetic device from a patient, they add a d20 to their dice pool.
FELLOWSHIP SPECIALTY
Requirement: Medicine 4+
Select a Focus. When you succeed at a Medicine Task where that Focus applies, the cost of the Create Advantage Momentum spend is reduced by 1, to a minimum of 1.
FIELD MEDIC
Requirements: Medicine 3+ and Security 2+
Through experience and training, the stress of battle fades when there’s a patient in need. When attempting a Medicine Task while in the midst of combat, you may ignore the first Complication that would increase the Difficulty of this Task.
HEALING HANDS
Requirements: Medicine 3+ and Control 9+
When attempting the Control + Medicine Task to heal Injury-related Complications (core rulebook, p.177), reduce the Difficulty by 1, to a minimum of 1.
HEART, BODY AND MIND
Requirements: Command 2+ and Medicine 3+
Whenever you Assist a character with the Recover Combat Task, you gain 1 bonus Momentum that can only be spent on the active character to recover Stress.
I’M A DOCTOR, NOT A...
Requirement: Medicine 3+
When this Talent is purchased, select a Discipline with a score of 1. Once per scene, before attempting a Task using the selected Discipline, a point of Determination may be spent to substitute the character’s Medicine Score in place of that Discipline. This does not have to be linked to a Value.
INSIGHTFUL GUIDANCE
Requirements: Command 2+ and Medicine 3+
Whenever you Assist a character, who is in a Social Conflict, using your knowledge of psychology or emotional states, that character is considered to have an Advantage in addition to the normal benefits provided by your Assist.
POSITIVE REINFORCEMENT
Requirements: Ship’s Counselor role, Medicine 3+ and
Presence 9+
You have a special skill for filling others with confidence and self-assuredness. Once per mission, you may attempt a Presence + Medicine Task with a Difficulty of 3, while providing emotional or mental treatment for another character. Success creates a personal Advantage for your patient that lasts until the end of the mission. In addition to
the normal effects of the Trait, that character can reroll their dice pool, as if they’d spent a point of Determination, once until the end of the mission. If the Task that the character used their reroll on fails, they lose the Advantage created by this Talent.
PRACTICE MAKES PERFECT
Requirements: Medicine 3+ and Reason 8+
Once per scene, after the character has succeeded on a Medicine Task relating to the treatment of a patient, reduce the Difficulty of the next Medicine Task relating to that patient by 1.
PSYCHOANALYST
Requirements: Medicine 3+ and a psychology related Focus
When you use the Medicine Discipline during a Social Conflict you may increase the Complication range of your Task by a number of steps. For each step you may ask a single question as if you’d spent Momentum on Obtain Information. Any Complications generated from this Task results in the individual you are interacting with becoming offended or upset with being “analyzed.”
SURGERY SAVANT
Requirement: Medicine 4+
When attempting a Medicine Task during an Extended Task relating to surgery, the character gains the Triumphant Effect (core rulebook, p.91).

Step Five: Career:

Choose one of the following:

Young Officer
Defined more by your potential than by your skill, you're a recent graduate from SFA.
You gain a Value that reflects your inexperience or naiveté in some way.
You gain the Untapped Potential Talent. The character cannot obtain a rank higher than Lt j.g. while possessing this Talent.

Experienced Officer
(Default) You've been in Star Fleet for a number of years, performing the duties of a Star Fleet Officer and exploring the universe, and have some experiences that have shaped your career and life.
You gain a single value and a single talent, both chosen freely.

Veteran Officer
With decades of experience under your belt, you've seen more than your fair share of stellar phenomena, inscrutable aliens, and god-like beings of pure energy.
You gain a Value that reflects your age, experience, or beliefs shaped by your years of service.
You receive the Veteran Talent. Your rank is a minimum of Lt. Commander.

Step Six: Career Events:

The character's life in Star Fleet before the campaign begins is marked by events that have left their marks on the character. Some events fade from importance or memory, but some leave a mark that help or haunt the character for the rest of their lives.

Roll at least twice on the following chart. You can choose to combine two or more results into a single element of your backstory, or treat each one rolled as a separate element. Young Officers (see Step Five above) had these events occur either during their Academy days or early career (perhaps even right before the campaign begins.)

Each event lists an Attribute and a Discipline. If rolling more than two events, a player gains choices from among all those rolled, but, regardless, the character increases Attributes by a total of 2 and Disciplines by a total of 2. A character also gains two Focuses which should reflect the impact of these Events. Some Events grant optional Traits- the player decides whether or not the Event caused the development of the Trait.

d20...Career Event................................Attribute.........Discipline.......... Trait
1.....Ship destroyed..............................Daring........Security
2.....Death of a friend...........................Insight........Medicine
3.....Lauded by another culture..........Presence........Science.........Friend to the ()
4.....Negotiated a treaty.......................Control........Command
5.....Required to take command.........Daring........Command
6.....Encountered a truly alien being..Reason........Science
7.....Serious injury.................................Fitness........Medicine.........Pros thetic or Disability
8.....Conflict with a hostile culture......Fitness........Security
9.....Mentored.........................................Any.............Conn
10....Transporter accident......................Control........Conn
11....Dealt with a plague.........................Insight........medicine
12....Betrayed ideals for a superior.......Presence........Command
13....Called out a superior......................Reason........Conn
14....New battle strategy........................Daring........Security
15....Learned a unique language...........Insight........Science
16....Discovered an artifact....................Reason........Engineering
17....Special commendation...................Fitness........Any
18....Solved an engineering crisis...........Control........Engineering
19....Breakthrough or invention..............Any.............Engineering
20....First Contact.....................................Presence........Any

Step Seven: Finishing Touches:

The character receives a final Value, defined by the player.

Attributes:

No Attribute may be above 12 (or 11 for a Young Officer)
Only one Attribute may be at 12.
If any Attributes exceed these limits, reduce them until they no longer do, moving the points to any other Attributes while still following the above guidelines.
Add 1 more point to each of two Attributes, following the above guidelines.

Disciplines:
No Discipline may be higher than 5 (4 for Young Officers.)
Only one Discipline may be at 5.
If any Discipline exceeds these limits, reduce them until they fall within the limits, adding the points to other Disciplines while still following these limits.
Add 1 more points to each of two Disciplines, following the above guidelines.

Yay! Math!

Final Check: Attributes should add up to 56, Disciplines to 16. The character should have 4 Values, 6 Focuses, and 4 Talents.

Stress equal to Fitness + Security

Damage Bonus equal to Security

Personal Details and Backstory
Give your character a name, personality, description and write up a backstory using elements from their Upbringing, Track, Events, etc. and indicating their Values and what events inspired these Values.

Department, Rank, and Role

Your character begins their Star Fleet Career as either an Ensign or Lieutenant, junior grade, depending on whether they took the normal or extended Academy Track.

The Ranks of Officers are as follows:
Ensign
Lieutenant, junior grade
Lieutenant
Lieutenant Commander
Commander
Captain

After academy, follow these steps:

1. If your character took the Command Track, increase their Rank 1 Grade.
1. If your character is a Veteran Officer, increase their Rank to Lieutenant Commander.
3. If your character had any of these Events, increase their Rank by 1 (to a maximum of 2 Rank increases from Events): Lauded by another culture, Negotiated a treaty, Required to take command, Mentored, Betrayed ideals for a superior, New battle strategy, Special commendation, Breakthrough or invention, or First Contact.
4. If your character had any of these Events, reduce their Rank by 1 as they set your career off-track (minimum Ensign, or Lt. Commander if Veteran Officer): Ship destroyed, Death of a friend, Serious injury, Called out a superior

The GM may give further promotions based on Role.

Role

Assign 11 points to your top three picks for your character's Role in the ship to indicate how much you want that role.

Examples:

Marcia wants their character to be Captain really badly, but would settle for being the Executive Officer, but only wants to be the Flight Controller if it's the only way to get into the campaign. To indicate this, she assigns the following:

6 Commanding Officer
4 Executive Officer
1 Flight Controller

Tommy took the operations track and mostly just wants a place on the ship in engineering or security, with a slight preference for security or tactical work.

5 Chief of Security
3 Operations Manager
3 Chief Engineer

Sam wants to focus on medicine and science.

5 Chief Medical Officer
4 Science Officer
2 Ship's Counselor

The Available Roles are:
Commanding Officer (Command Department)
Executive Officer (Command Department)
Operations Manager (Engineering Department)
Chief Engineer (Engineering Department)
Chief of Security (Security Department)
Chief Medical Officer (Medical Department)
Science Officer (Science Department)
Flight Controller (Conn Department)
Ship's Counselor (Medical Department)

Character Creation Roll format:

Copy this format, remove the quote marks and post in recruitment thread.

Step One: Species
Chose or roll ["dice]1d20[/dice]

Step Two: Environment
Roll ["dice]1d6[/dice]

Step Three: Upbringing
roll ['dice]1d6[/dice]
[]Accepted
[]Rebelled/Rejected

Step Four: Star Fleet Academy Track
Choose One:
[] Command
[] Operations
[] Science

Choose One:
[]Regular Course (Ensign)
[] Extended Course (Lt, jg)

Step Five: Career:
[] Young Officer
[] Experienced Officer
[] Veteran Officer

Step Six: Career Events
Roll a minimum of Two
["dice]1d20[/dice]
["dice]1d20[/dice]
.
Extra Rolls (copy as many times as desired)
["dice]1d20[/dice]

Starship Creation

1. Service:

The year is 2371.

2. Spaceframe:

There will be a vote on the Spaceframe, with 11 points being assigned by each player like the Roles in Character Creation for which chassis you want from these three:

Akira- Class
Ship named USS Stormbringer
Base Stats
Systems
Comms 09 Engines 10 Structure 11 Computers 09 Sensors 09 Weapons 11
Departments
Command -- Security +2 Science -- Conn -- Engineering -- Medicine +1
Scale: 5
Weaponry: Phaser Arrays, Photon torpedoes, Quantum torpedoes, Tractor Beam (Strength 4)
Talents: Ablative Armor, Extensive Shuttle Bays, Rapid-Fire Torpedo Launcher

Intrepid- Class
Ship named USS Mariana Deep
Base Stats
Systems
Comms 10 Engines 11 Structure 08 Computers 11 Sensors 10 Weapons 09
Departments
Command -- Security -- Science +2 Conn +1 Engineering -- Medicine --
Scale: 4
Weaponry: Phaser Arrays, Photon torpedoes, Tractor Beam (Strength 3)
Talents: Advanced Warp Drive, Advanced Sensor Suite, Emergency Medical Hologram

Nebula- Class
Ship named USS Kiseki
Base Stats
Systems
Comms 09 Engines 10 Structure 09 Computers 10 Sensors 08 Weapons 09
Departments
Command -- Security -- Science -- Conn -- Engineering +2 Medicine --
Scale: 5
Weaponry: Phaser Arrays, Photon torpedoes, Tractor Beam (Strength 4)
Talents: Mission Pod*, Saucer Separation

* The Mission Pod has 2 Talents and may be easier retrofitted at a Starbase for a different mission than normal pods.

The votes will be tallied from among those selected for the campaign, and the top vote-getter wins.

3. Mission Profile:

Using the same 11-point system as the Spaceframe, players will vote on three Mission Profiles. The highest scoring profile wins.

Strategic and Diplomatic Operations
Departments
Command 03 Security 02 Science 02 Conn 01 Engineering 02 Medicine 02
Talents (Choose 1): Command ship, Diplomatic suites, Electronic warfare system, Extensive shuttlebays

Pathfinding and Reconnaissance Operations
Departments
Command 02 Security 02 Science 02 Conn 02 Engineering 02 Medicine 01
Talents (Choose 1): Improved reaction control system, Improved warp drive, Rugged design

Technical Test-Bed
Departments
Command 01 Security 02 Science 02 Conn 02 Engineering 03 Medicine 02
Talents (Choose 1): Advanced shields, Backup EPS condiuits, High resolution sensors, Improved power systems, Improved warp drive

Tactical Operations
Departments
Command 02 Security 03 Science 01 Conn 02 Engineering 02 Medicine 02
Talents (Choose 1): Ablative armor, Fast targeting systems, Imporved damage control, Quantum torpedoes, Improved impulse drive

Scientific and Survey Operations
Departments
Command 02 Security 01 Science 03 Conn 02 Engineering 02 Medicine 02
Talents (Choose 1): Advanced research facilities, Advanced sensor suites, High resolution sensors, Modular laboratories

Multirole Explorer
Departments
Command 02 Security 02 Science 02 Conn 02 Engineering 02 Medicine 02
Talents (Choose 1): Improved hull integrity, Improved power systems, Rugged design, Redundancy systems, Secondary reactors

4. Refits:

Akira class; No refits
Intrepid class no refits
Nebula class: 1 refit (+1 to any System)

5. Putting It All Together:

Trait: Federation Starship
Systems: Spaceframe + any refit bonuses
Departments: Total Spaceframe bonuses + Mission Departments
Talents: Number of Talents equal to Scale from Spaceframe and Mission
Scale: determined by Spaceframe
Resistance: Scale + any modifiers due to talents
Shields: equal to Structure + Security, modified by Talents
Power: equal to Engines, modified by Talents
Crew Support: equal to Scale, may be modified if a PC takes the Supervisor Talent
Weapons: Energy Weapons damage equals Scale + Security, plus any weapon factors. Torpedo damage based on torpedo type + Security

Character Sheet Template for Profile:

Copy this and format to put your character sheet on your character's profile, deleting the quote marks.

["b]Name:[/b]
["b]Species:[/b]
["b]Rank:[/b]
["b]Environment:[/b]
["b]Updringing:[/b]
["b]Assignment:[/b]
["b]Traits:[/b]
.
["bigger] Attributes [/bigger]
["b]Control[/b] ["b]Fitness[/b] ["b]Presence[/b]
["b]Daring[/b] ["b]Insight[/b] ["b]Reason[/b]

["bigger] Disciplines [/bigger]
["b]Command[/b] ["b]Security[/b] ["b]Science[/b]
["b]Conn[/b] ["b]Engineering[/b] ["b]Medicine[/b]
.
["bigger] Values [/bigger]
.
Determination [][][]
["bigger] Talents [/bigger]
.
["bigger] Focuses [/bigger]
.
Stress
[][][][][][]
[][][][][][]
[][][][][][]
[][][][][][]
Injuries
.
Weapons
.
Other Equipment
.

Liberty's Edge

Male Human Commoner 2

Dot.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Please cancel my subscriptions to Pathfinder Rules, Lost Omens, Adventure, and Pathfinder Society lines.

I wish to keep my Adventure Path subscription only. If I missed any others, please cancel them as well.

Thank you.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Heya,

Instead of 5 copies of Pathfinder 2E Pocket Edition, I was shipped 5 copies of Starfinder Pocket Edition.

-Stratton L.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

How about a 3 action activity that allows you to prep a specific 2 action activity, such as a spell, with a set trigger.

Anyone see this as broken/exploitable?


Pathfinder Roleplaying Game Charter Superscriber

Whoa!! Say what??!! Awesome!

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Trying to apply credit did not work.

Liberty's Edge *

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

In before concurrently with the Huzzah?!

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I seem to have been shipped a gamesmastery npc pawn collection instead of pocket edition crimson throne.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Talk about above extreme challenge encounters!

This is better than the Fearsome Four!

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Oh Yeah! (aka Huzzah!)

Liberty's Edge

Male Human Commoner 2

Testing ability to link to campaign.

Liberty's Edge

Male Human Commoner 2

.

Liberty's Edge

Male Human Commoner 2

.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Recruiting four players for a homebrew adventure for 2E using some variants from the Gamemastery Guide. Recruitment will end March 27th. Group selection will be made by March 29th with the game starting shortly thereafter.

Play will take place in the newly formed Kingdom of Yggsdreth, ruled by Linnorm King Freidold Jyadson and Queen Kessa Surtova. Founded in the Stolen Lands when Freidold managed to single-handedly defeat a Craig Linnorm and take its head to Baroness Kessa Surtova in the burgeoning capital of Stagfall a year ago, Yggsdreth faces pressures from all sides as bandits, trolls, and rival nations seek to tear it apart from within and without.

A mix of river freedoms and Viking-esque glory await those brave enough to enter into the King’s service as explorers, monster hunters, and potentially even advisors to the new King and Queen, where the dangerous and ugly world of politics will reveal even greater dangers. PCs are attracted to the new Kingdom out of a sense of adventure and glory.

From variant rules we will be using a modified version of Deep Backgrounds, and we will be using Ancestry Paragon.

Deep Backgrounds

With Deep Backgrounds, you will roll on each table in order. After rolling, you may take any one roll you don’t like and choose any other result from that table. In general, the deep Backgrounds are designed to give you a choice between three boosts, three lores, and three skill feats. Sometimes a general skill is substituted for a skill feat.

With this campaign's modification to Deep Backgrounds, you may choose 2 boosts (as is the general rule, you cannot choose to boost the same stat twice during background generation), two lores, and two feats available to your Deep Background. If you choose skill feats, you become trained in the two skills related to these feats, or expert if they are both for the same skill. If you choose a general feat, you do not become trained in any skill for that choice, unless the background roll indicates otherwise. Finally, add in one free boost to any attribute not chosen as the two boosts above.

Sample Deep Background Generation:
Pick Ancestry: Let’s say dwarf
Family Size 1d100 ⇒ 26 No siblings
Homeland 1d20 ⇒ 1 Underground
Major Childhood Event 1d20 ⇒ 11 Had your first kill
Influential Associate 1d20 ⇒ 4 The Confidant
Inspiring Relationship 1d12 ⇒ 7 Magician
Challenging Relationship 1d12 ⇒ 8 Rival Trackers

With these rolls, our dwarf has a choice between Strength, Con, and Intelligence to boost; Engineering, Labor, and Mining Lore; and Subtle Theft (Trickery), Experienced Tracker (Survival) and a common weapon worth up to 15go and training in Athletics. The player decides that the Magician doesn't really fit as an Inspirational Relationship, and chooses Timely Cure instead, replacing Subtle Theft (Trickery) with Alchemical Crafting (Craft).

The player chooses STR and INT as his background Boosts, with DEX for his free boost, Engineering and Mining Lore, Alchemical Crafting (Craft), and the free weapon and training in Athletics.

Background Relic
PCs will start with a Background Relic. This relic will have two Aspects randomly determined by rolling twice on the following table. In the case of a repeated Aspect, roll again until you get a second Aspect.

The player will determine the form the relic takes and its first Gift. Additional Gifts will be determined through play and reflect the campaign and character as determined by the GM. The Relic was a gift from the Influential Associate in the Deep Background.

D12….Aspect
01….. AIR
02….. BEAST
03….. CELESTIAL
04….. DEATH
05….. EARTH
06….. FIEND
07….. FIRE
08….. LIFE
09….. MIND
10….. PLANT
11….. SHADOW
12….. WATER

Submissions

Submissions should include all rolls above, the PC’s Ancestry and Class, and a backstory that ties all the elements together and explains how you’ve come into the employ of the King and Queen of Yggsdreth. Actual build beyond this can be fluid until shortly after the PCs are chosen.

For the Inspiring and Challenging Relationships, we will be going in order of posting to this thread, sort of. The first-posting chosen PC will have the last-posting Chosen PC as their Inspirational Relationship and the second-posting Chosen PC as their Challenging Relationship, and the rest will go one up and one down.

Explaining example:
Bob submits Gregor first
Joan submits Ezerec second
Susan submits Raquel third
Derek submits Anya fourth
Tiffany submits Fredrich fifth
Jakob submits Yvette sixth
Stan submits Drakos seventh

Ezere, Anya, Fredrich, and Yvette are chosen.

Ezere has Yvette as Inspirational and Anya as Challenging Relationships
Anya has Ezere as Inspirational and Frederich as Challenging Relationships
Frederich has Anya as Inspirational and Yvette as Challenging Relationships
Yvette has Frederich as Inspirational and Ezere as Challenging Relationships

We will have a period of time dedicated for a “Session Zero” style shaking out of all the details of character Relationships and finalizing crunch.

Play Expectations

I expect players to post with a relevant post daily on weekdays and once over the weekend. For the most part, play will be Theater of the Mind, although there will be some hexploration and potential dungeon crawl style events that may necessitate maps. There will be a dedicated site for these, although I am still working out the options.

I will post the most relevant stats for encountered monsters and spoiler-based recall knowledge results, including results for critical failures. If you roll a critical failure on recall knowledge, I expect you to act on the misinformation until it is proven otherwise (I promise not to make up ridiculously illogical false knowledge.)

I want the players to describe their attacks and the results thereof, so I will be posting things like AC, Saves, and HP. If you use a spell against a creature with a saving throw, for example, roll the creature’s save and describe the effects the spell has on it. If you attack a creature and take out most of its hit points, describe the viciousness of the wound inflicted. I will describe the creatures’ reactions and actions, as well as rolling any saving throws they may cause you to make, unless an effect requires or allows a save on your turn, in which case you will roll it.

The design here is to speed up combat posts, as they can be the slowest part of play by post. With the three action economy, most creatures' actions should be self-contained.

Initiative, Reactions

Initiative will be divided between groups of PCs and Creatures. For example, say there are four wolves, and initiative ran something like:
Red Wolf 17
Blue Wolf 16
Grey Wolf 24
Yellow Wolf 6
Ezere 15
Anya 18
Frederich 12
Yvette 22
Initiative order would be
Grey Wolf
Anya and Yvette
Red and Blue Wolf
Ezere and Frederich
Yellow Wolf

Once grey wolf goes, Anya and Yvette go in order of first post first acting, then red and blue, then Ezere and Frederich (whoever posts first goes first), and finally yellow.

Once again, the goal is to speed up play.

On Reactions

Due to the nature of play-by-post, reactions can be a little tricky. Fortunately, they can also be resolved-sometimes retroactively (in the case of preventing damage), sometimes after the fact. If something triggers a reaction, you have until your next turn to post that reaction. If it is simple to do so, we will backtrack and adjust. If too many other actions take place after the reaction would have been enacted, we will use a delayed reaction rule, which will still allow the reaction, but it will have been done after all the intervening actions.

For example, after Anya (a Paladin Champion with Retributive Strike) has her turn, red wolf attacks Ezere. Ezere and Frederich post their turns, and then yellow and grey go. Derek hadn’t checked the boards, but now his turn has come up, he posts “I should have been able to Retributive Strike red This would have prevented X Damage on Ezere and here’s my attack….. “(resulting in striking red down). Ezere and Frederich both attacked red during their turns, and math math math maybe if Anya had done her strike Frederich could have spent his last action on something else…… nope. Damage is prevented on Anya and the red wolf takes the strike damage now, taking it down now, and play can continue. If Derek had posted between Ezere and Frederich, the damage to red could have been resolved then.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Bestiary Battle Cards and Pocket Edition Curse of the Crimson Throne were moved to my sidecart from two of these orders. I had attempted to get the Bestiary Battle Cards shipped earlier, but changed my mind looking at shipping costs. It looks to me like both items were removed from my sidecart.

If you would, please cancel the bestiary battle cards and return the CoTCT pocket edition to my sidecart so it can spawn once it's available.

Thanks in advance, know you guys are swamped right now.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I was really hoping that Paizo would avoid these rediculous Level-based DCs for things that should be easy. Why should putting out a fire or convincing a crowd to help be that much harder at level 17 than it is at level 1- especially when it's essentially the same exact people and the same exact tasks.

I will be using the DCs from book one.

Liberty's Edge

Male Human Commoner 2

Here for questions and answers.

Liberty's Edge

Male Human Commoner 2

The soft candlelight flickers over Imesah's face as she faces the group assembled before her. In it's waning glow, both kindness and concern reveal their presence on you're mentor's features. While some of you have met, and even worked together in the past, this is the first time the entirety of her menagerie has been gathered in one place. The weight of that fact weighs thickly in the air.

Imesah lets out a low, soft breath. "My friends, you have all proven yourself capable of more than I've dreamed. But I fear the time we've had for quiet contemplation and private studies is rapidly drawing to an end. I've no doubt you're up to the tasks ahead, yet readily admit my trepidation at putting you in such risk."

She pulls out a map of Magnimar. Laying down colored ribbons at various points, she continues. "The way I see it, the biggest threats to Magnimar are threefold. The Sczarni, The Nightscales, and the Skinsaw Men. The Gallowed are among the most violent of the Sczarni gangs, and they've a new leader pushing them to even more extreme means. The Nightscales have been stable for so long complacency with their presence is the biggest danger they present. The bloody Skinsaws are the deadliest, but also the best hidden threat."

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Aroden was only the first god to die….. Thus began the Age of Lost Magic.”

After the death of Aroden (and some say others), more than prophesy was lost to this World of Golarion. In 4625 AR, the gods sealed away the world from other planes, and left it adrift and abandoned, and bereft of the magic that helped define it. The elves, either sensing the impending doom, or perhaps tipped off in advance, fled once again to their own world. The gnomes, cut off from the leylines and any hope of the first world, almost entirely succumbed to despair and the bleaching. Worldwide panic, death, and disaster followed. The world became grimmer, darker.

This campaign is set in Magnimar, a darker, grittier Magnimar, where gangs vie for control of the Districts and a greedy mayor does his best to maintain profit and power while the city’s people suffer. It’s a city in need of heroes, even if they dare not show their faces.

This is a PF 2e Superhero campaign. While the world at large has little to no access to magic (No Bard, Cleric, Sorcerer, or Wizard classes or dedications allowed, no Ancestral or dedication abilities that give access to spellcasting or innate spellcasting or cantrips), the PCs will have been endowed with gifts from one of Magnimar’s 12 Monuments, These powers work essentially the same as spellcasting except where noted. Much like focus spells, Monument Powers are powered by a pool of points, automatically heightened, and recover over time. See Campaign tab for more details.

Characters will be created at 7th level, with the following restrictions:

Ancestry: Any, but may not gain access to any spells or cantrips through Ancestries or Ancestry Feats.
Background: Any not involving magic or magic academies
Class: Alchemist, Barbarian, Champion (see campaign tab for restrictions), Fighter, Monk (ki powers ok), Ranger, Rogue (no Minor Magic allowed)
Monument: see campaign tab

Wealth/Equipment: 720gp lump sum

Potency Runes are subsumed back into item quality; an expert crafter can make +1, master +2, and legendary +3 quality weapons or armor- cost remains same, and PCs may purchase whatever they can afford from “quality” Potency items.

Striking/Resilient: using a kind of Automatic Bonus Progression, PCs begin able to invest some of their personal power into a weapon to make it a striking weapon. Once PCs make 8th level, they will be able to do the same to make a set of armor resilient. Changing which weapon or armor gains this benefit is a 2 action activity.

Each Monument has an affiliated Property Rune and a PC can spend a Power Point to emblazon this Rune on an appropriate weapon or armor as a 3 action activity. Emblazoning the rune on a different item causes the rune to disappear from the previously imbued armor or weapon.

Other than that, no magic items, so Batman it up on alchemical and standard gear.

Campaign Assumptions

This is a “super-heroic” game, in which the PCs belongs to a secret society which has discovered that not all magic has left Golarion, and that somehow Magnimar’s Monuments seem to have become a storehouse for whatever magic remains in the city. The campaign features gang warfare, mystery cults, and overarching plots of protecting Magnimar’s Citizens and discovering the secrets of the monuments and their potential. This campaign will feature enemies that are mostly humanoid and mostly larger groups of lower level threats, with appropriately harder boss fights. Combat will be used to show the “badassery” of the PCs and push the storyline forward. Boss fights should require an additional push of teamwork and chutzpah. It will take place entirely in and around Magnimar.
I will be looking for at least one significant post per weekday, with notification of absences in advance as per standard courtesy. I would prefer players who are strongly motivated to explore their characters as we go, and be involved in the campaign’s mysteries.

---------------------------------------------------------------------

Ironbriar looked over the potential recruits. Most of his kindred had fled through the aiudara almost a century ago. Living without access to his dark lord’s whispers, without the certainty they provided was almost as painful as living without the blessings they once bestowed. Still, without the risk of some errant diviner seeing into his soul, he had need only rely on the carefully crafted persona of the right honorable iron fisted judge to disguise his nocturnal ambitions. Tonight, one of these recruits would become one of the Skinsaw. The others would perish, a thought that filled the forlorn elf’s heart with warmth.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hello,
I have not been receiving the PFS scenarios as I should be since the start of P2.
Thank you for looking into this.
-Stratton

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

CAUTION SPOILERS FOR EARLY FALCON’S HOLLOW MODULES AHEAD

Twelve years ago, five children were kidnapped by the Truescale Kobold Tribe of Droskar’s Keep. They were….

THE CHILDREN (ripped straight from the pages of Crown of the Kobold King):
Kimi Eavewalker: Daughter of the famed elven ranger Idris and a beautiful seamstress named Kitani, Kimi has not seen her father in two years. The ranger is constantly away adventuring and tracking down relics for a mysterious patron. Kimi idolizes her dad and has grown into a fearless tomboy chomping at the bit to follow in her father’s adventurous footsteps as soon as she is old enough to wield a sword. Kimi is the protector of this band of friends, often scrapping with boys twice her age who try to bully the others. She usually wins these bouts, and many of the town’s children are afraid of her.

Hollin Hebbradan: Hollin is a freckly faced ten-year-old boy missing his two front teeth (from a bad spill off the waterwheel at the old mill). Hollin’s mother died in childbirth and his father was savaged by an owlbear two years ago. Now Hollin’s older sister, a beautiful young red-haired woman named Ralla, looks after him. The two have struggled to make ends meet and rumor has it Ralla works in one of the pleasure dens on Mud Street to keep food on the table. Hollin is a skilled woodcarver and he manages to earn a few copper pieces hawking his statuettes. The boy’s only aspiration
is to grow up faster and work the cutyards so his sister won’t have to set foot in a brothel ever again.

Mikra Jabbs:: The thirteen-year-old son of the town butcher, Colbrin Jabbs, Mikra’s difficult birth resulted in several mental deficiencies. He cannot read, is easily confused, and believes almost everything he is told. Mikra is well liked by everyone. While not incredibly bright, the boy possesses limitless kindness and his bright smile wins the hearts of almost anyone who meets him. Though the oldest of the bunch, Mikra is looked after by the others.

Jurin Kreed: Son of the wealthiest, most powerful, and evilest man in Falcon’s Hollow, Jurin Kreed is a boy of eleven torn between his family and friends. In public, Jurin behaves insufferably, snarling at the other children and threatening to have his dad’s bodyguards beat them if they don’t do everything he says. People wonder why the other children don’t simply avoid the spoiled bully, but Colbrin Jabbs knows the boy has a good heart deep down, and in private would do anything to help his friends. Jurin spends many hours at the Jabbs’s house reading to his son Mikra in the afternoons.

Savram Vade: Son of the mysterious wizard Sharvaros, Savram is a quiet, withdrawn nine-year-old boy, whose bright eyes betray intelligence far beyond his years. When he is old enough he will no doubt follow his father into the cryptic life of a wizard.


WHAT HAPPENED THEN:
Helped by a captive halfling and elf, the children were subsequently split up and some recaptured. While Kimi and the halfling desperate fought off kobolds in an attempt to protect Mikra and Savram, Jurin, Hollin, and the elf were dragged off to face horrors of their own. Travelling heroes found the larger group and moved forward to recue those separated. Jurin had been given to an undead dwarven horror intent on stealing and sealing is soul within its chain, while Hollin was forced to witness the “practice run” of a ritual meant for him; the elf’s heart was ripped out by a sacrificial dagger in front of his eyes.

Rescued and with life returning to some semblance of normality (despite some of the dead in town rising and attacking other townsfolk), the children were happy to get the gang back together and visit the local fall carnival. Naturally, that put them smack in the middle of a Irissen-inspired invasion of fey. The twisted carnival further marked the children, leaving mental scars that still linger to tis day. The fallout between two ex-lovers further changed Jurin’s world, as the soul-restored but bitter and angry Tessa Kelrand pursued a relationship with his father- one that resulted in a new, cruel step-mother for the unfortunate whelp. The jilted half-elf Namdrin Quinn left his ruined carnival with a shattered heart and need that led him down a sinister criminal path and covert warfare against the Kreeds.

Now, over a decade later, these five children have grown into full adults, and find themselves reunited once again, this time for the funeral of Thuldrin and Tessa Kreed- murdered at long last by Namdrin Quin, whose life was taken in turn by Payden “Pay Day" Teedum. There to support their childhood friend much more than any sense of personal loss at the death of the evil town leaders, the band is about to find some horrors refuse to stay buried in the past….

This PF2E recruitment has a bit of a twist: potential players will pick one of the five children and create a first level PF2 character as an adult version of that person. Candidates should post their character submissions with all crunch laid out and a bit of story as to how the character was affected and what they have been up to lately.

Additionally, each of the former children gain bonus Feats as follows. They do not need to meet the requirements for the bonus Dedication feats gained at first level.

Kimi: may select from the Barbarian or Champion Dedication Feats.
Hollin: may select from the Rogue or Sorcerer Dedication Feats. Hollin starts with 10gp instead of 15.
Mikra: may select from the Druid or Ranger Dedication Feats. Mikra must use the voluntary flaws option to reduce Int and Wis although he can use other boosts to raise them after this to represent his growth with his friends' help; if he takes the Druid dedication, he gains a free boost to his Wisdom.
Jurin: may select from the Fighter or Monk Dedication Feats. Jurin starts with 30gp instead of 15.
Savram: may select from the Alchemist or Wizard Dedication Feats.

At fourth level and every even level thereafter, they gain an additional bonus Archetype feat, subject to the normal restrictions and prerequisites.

This is expected to be a pretty roleplay-heavy game, probably a 60/70-40/30 RP/Combat mix.

Player posting expected once or more per weekday and GM posting at a similar clip.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Hi.

Now that my late Aug package has been processed, I need to cancel some of my subscriptions starting next month.

Please Cancel:

Starfinder Roleplaying Game
Starfinder Adventure Path
Starfinder Maps
Starfinder Accessories
Starfinder Society
Pathfinder Accessories

Thank you.

-Stratton

Liberty's Edge

45 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Welcome to this thread, intended to be a happy place to come when all the negativity in other threads has got you down.

Please only post happy thoughts about 2E here. You have the rest of these boards to air your complaints/suggestions/contrary positions.

My happy thought of the day.

My wife has said and I quote "This is the first time in over 20 years of gaming that I have enjoyed making a character."

Liberty's Edge

Male Human Commoner 2

Drink, carous, brag, and find partners here.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Alrighty, time to see how ast this dune buggy can go.

What you give: A fully statted 20th level 2E character, using the format on the campaign tab. A backstory including the elements of your ABCs. At least one significant post every weekday(M-F).

What you get: A GM who will make at least one significant post every weekday and most often more than one. A challenging encounter in a party-selected arena.

Where you start: Once you have a completed character, drop on by in alias to The Champion's Alehouse where you'll meet like-minded allies who just want to fight for glory in the arena.

What you do: Role-Play with the other Champions in the Alehouse and see if you can't parley your way into a group. Once you've got a four-member group, pick your arena and get ready for battle.

What the heck????!?? Ok, so, the idea here is that you will make 20th level 2E characters, role-play them in the Champion's Alehouse thread (available by invite once your character is done to my specifications and reviewed), and try to find other people who want to face the arena with your PC. At the very least, you'll have some chances to RP high level PCs.
If we can get 4 people who agree to play together there, they can pick out one of the available arenas to face their encounter in. PCs will be facing an Extreme Threat Encounter with all their resources available in a challenging environment.

I will either run this for the first three groups to get together or run an arena for the first two groups and then run a third one for PvP action if we have less recruits. I will likely stagger the start of each arena by a week to make sure we have things rolling in one before starting another. If we do the PvP, it will be after the other arena runs and people will have the opportunity to visit the Alehouse and retrain and also possibly switch partners among the other team.

I will be adding stuff to the campaign tab today and maybe tomorrow.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Voss wrote:
Lucas Yew wrote:
Yes, judging by the Athletics sample, the DC problem was quite well salvaged! (dances)

Is it though? Proficiency incrementing by two for each tier while DC increments by 5 twice and 10 twice seems... mathematically problematic.

Especially when you consider if the stat involved is or isn't maxed out (for example, sorcerers will *never* have their arcane/divine/primal skill maxed out, so will always effectively be at -1 or higher on any check), and that at the level you get to the proficiency tier, each party member will have exactly one skill of that tier.

----

But let's show some work and look at the level you get each tier, assuming a maxed stat (level+ proficiency bonus + stat) (using the playtest numbers for when you get access to proficiency tiers)

Trained, level 1: (1+2+4)=+7 vs a DC of 15. 8+, or 65% chance of success. Fine.
And as you level this DC is completely irrelevant shockingly fast.

Expert, level 3: (3+4+4)=+11 vs a DC of 20. 9+, of 60% chance of success. Not bad...
But you're going to start seeing non-specialized characters at this level, as people go for locked skill feats or skills they feel are appropriate to their character. In particular sorcerers, rangers (survival and athletics come to mind) and others who want skills that don't match their class bonus are going to struggle a bit more.

Master, level 7: (7+6+4)=+17 vs a DC of 30. 13+, or 40% chance of success. Ouch.
That took a sudden turn, didn't it? Not even coin flip territory anymore, and non-specialists can drop down to 30% or even below!

Legendary, level 15: (15+8+5!)=+28 vs DC 40. 12+, or 45% chance.

The stat bump back at level 10 (or 15) really helped, as did the level requirement, and a stat item is also possible at this level, so you can drag your specialist up to 50% chance at a tier appropriate challenge. Non specialists will fall off, however, as dragging off-stats beyond 18 is questionable.

Master ironically seems like the real problem level, where you're significantly losing ground for gaining skill- it will take you three levels (to 10th, +3 and a stat bump) to get back the chance of success you had as a newly minted expert. Against tier appropriate challenges, I mean- obviously expert checks will now be completely, utterly trivial (3+).
The big problem with Master proficiency is its so close to expert (4 levels) and you still haven't gotten to the point where you can get a stat to 20. Attaining legendary requires 8 levels, adds the +2 and gets the stat bonus. So legend is adding +11 vs a DC increase of 10, rather than Master's +6 (4 levels and 2 from proficiency). There just aren't any optimization tricks you can apply: you've gained 4 points less than the DC increase, the end.
Not having the relevant stat maxed is a big deal in all cases.
---
So it isn't terrible, except for mastery. And the only solution is to grind out more levels with the knowledge that any Master based skill challenges put you at a significant disadvantage until level 10. And the DM will _want_ to throw Master checks at you- you'll be passing Expert checks on a 3+. 3+ vs 13+ is a big gap.

Part of the formulae for DCs, however is that you're adding your level, so yes, the first level where you gain access to doing Master level stuff is 7th, but it goes all the way to 14th before you're getting regular access to Legendary difficulties.

At level 14, with your math and not including any additional bonuses, you have 14+6+4 or +24 succeeding on a 6 or better (likely even better with your attribute bump at 10th.

With the increase of 5% chance per level, I'd say it looks like a pretty sweet spot of challenging across multiple levels. I'd expect during these levels, you'd be facing maybe 10% expert DCs, maybe 80% Master and 10% Legendary.

I think we may need to take a look at how a mid-way through the expected levels at a given proficiency expectation do vs. these numbers.

Liberty's Edge

17 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Apply this resin to my wagon.

Paint this fence.

Liberty's Edge

1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

How'd you get Keanu Reeves to be in your commercial?

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Recruiting for Converted “The Whispering Cairn”, potentially leading into the rest of the Age of Worms Adventure Path

Seeking 3-6 Players

The Whispering Cairn, written by Erik Mona, kicked off the Age of Worms in Dungeon Magazine #124. Along with its accompanying article on Diamond Lake in the same issue, this amazing adventure sends a group of novice explorers into a trap and monster filled crypt built by an ancient society and continues with a local mystery, thus involving the core high fantasy concepts of Combat-, Magic-, Prowess-, and Social -based encounters.

This adventure has been converted and altered for play with the Factor12 High Fantasy Role-Playing Game utilizing Fantasy Grounds VTT and Discord.

Factor12 is a High Fantasy Role-Playing Game currently in an early playtest phase. Converting the Whispering Cairn gives me an opportunity to illustrate and hone differences between the game and other Fantasy RPGS that have come before while testing mathematical, social, and gameplay experience expectations.

The Factor12 ruleset playtest version1.1 is available for free here.

I have the ultimate license for Fantasy Grounds, so players need only the demo version.

The Discord channel for both playtest feedback and (with separate sub-channel) the game is linked here.

I will be utilizing the MoreCore ruleset for Fantasy Grounds, utilizing the information I’ve loaded into the module here for character sheet and ability management. Note this module includes story templates designed for quick generation of semi-randomized characters. I’d prefer people make characters of their own, but this tool is there to help with inspiration.

Game will be run weekly from 7pm to 10 pm EST on a night determined by best availability of players. The initial game should take 4-6 sessions and may be expanded into a full run of the Age of Worms adventure path depending on interest and availability.

Liberty's Edge

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

Factor12 is homebrew high fantasy RPG currently in the playtest phase. Set in the world of Aerde, where an omnipresent energy source called the Nexus flows, Factor12 brings new twists to the fantasy genre of games.

Some of the game’s highlights:

1) Competency & Competency Dice: Most actions in Factor12 are resolved by a Skill Roll utilizing one of twelve Skills. Each Skill is assigned a Competency, which gives a static bonus as well as assigning a Competency Die. Whenever you roll a Skill Roll in Factor12, you roll 2d12 plus your Skill Total against a Difficulty Rating (DR). Competency Dice some in under four circumstances: (a) the acting creature spends a Nexus Point to roll it, (b) the acting creature has an ability to roll it without spending a Nexus Point under the circumstances of the Skill Roll, (c) in the case of a possible Deuce (fumble), or (d) when scoring an Ace (2 12’s on the 2d12). In the case of (a) or (b), the Competency Die may be substituted for one of the 2d12; the roller takes the highest two dice. In the case of a potential Deuce, the roller rolls the Competency Die and only fumbles if the die also rolls a 1. In the final case, an Ace, the Competency Die is added to the 24 and Skill Total. The result is that a creature with a higher Competency in a Skill fumbles less, gets better criticals, and can keep his dice rolls more consistent when it matters most.

2) Choices: Just in building a PC, players choose Species, Culture, Traits, Archetypes, Talents, Competencies, Skill Ranks, Signs, and Loci. With millions of possible combinations, building a character that piques your interests and is different from others you’ve played is easy and fun. More than that, however, the game attempt to avoid trap choices by making Talents and Loci scale up with your character; there are no “trees” of choices pigeonholing your choices. Factor12 wants players to make choices after the characters are created too, offering a variety of tactical options that matter.

3) Modularity: In making the choices during character creation, you are able to pull together a number of different resources in building your character without sacrificing usefulness in a variety of roles. Anyone can be the group’s healer, regardless of Archetype choice, for example. Any PC can be decent at fighting, talking, exploring, or using Nexus for magic. What if I want to suck at something? Yeah, that concept is possible too, even at high levels. Advancements also take place modularly, with new abilities coming in bite sized pieces and Levels coming every few Advancements. Adding a new Locus or Talent brings that ability in at a Level-appropriate version that allows you to be awesome at what you want to be awesome doing. Loci scale in cost with power level and Talents which allow you to make Loci more useful or powerful scale both in cost and power level with the character’s growth.

4) Universality and Consistency: Nexus Points universally power abilities requiring tracking. They’re designed to recover at a decent enough rate to avoid the 10 minute workday but limited enough to avoid the Nova every fight syndrome. Competencies, Talents, Skills, and Loci are designed to scale at appropriate times during character progression on a consistent and balanced basis. Attack and Defense scale with Skill level, and Damage never gets too far out of hand.

5) Taking the magic out of shops and putting it back into the hands of the adventurers. With the Nexus prevailing in different ways in different creatures, skilled adventurers are able to recover components of the creatures they face to create their own unique magic items. Gold, gems, and other treasures are there to hire your followers, invest in new gear, spread your fame, and build your strongholds.

Link to playtest version 1.1

Discord discussion link

Liberty's Edge *

Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I have heard there was an issue getting set up for selling product at Origins, but didn't get any details. Looking at my account, I see I have not received any store credit for the sessions I ran. I can see how if this was all tech issues how the two might be related. If so, or if there is another issue causing widespread delay of the store credit which hasn't been sent out in an email to the Origins DM Team, could someone with knowledge of ETA on a fix please respond here.

If this is a "just me" issue, could someone move this thread to Customer Service and I'll wait there for a response.

Thanks.

-Stratton Liberty

PS-I had a blast running demos all weekend(even if it wiped me out), and received tons of positive feedback from my players, I hope I made a few converts (pretty sure I did.) If any of my new players are out there, welcome abaord!

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