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Kenku

Reckless's page

Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber. Pathfinder Society Member. 934 posts (998 including aliases). 1 review. No lists. No wishlists. 3 Pathfinder Society characters. 6 aliases.


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Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

please cancel my pathfinder battles subscription(case and premium), keep all others

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

This should be your new thread title, maybe.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

I still have to detail some of the spells, but here are 4 new classes in Beginner Box style:

Hunter
At home in the frontier wilderness, the Hunter is adept at following his quarry wherever it may run. An expert at ranged weaponry, the Hunter harries her foe, savoring the victory skill and patience can provide.

Spoiler:

1st Level Hunter Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: +2 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 6

D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Dungeoneering [x] Knowledge Geography
[x] Knowledge Nature [x] Perception
[x] Ride [x] Spellcraft
[x] Stealth [x] Swim

E Armor and Weapons
In Section E of your character sheet, check light armor, medium armor, and simple weapon. Then write shortbow and longbow in Section E. For more information about armor and weapons, see pages 44-47.

F Favored Foe
Write Favored Foe +2 in Section F of your character sheet. Choose one of the categories of creatures listed below. Whenever your character is attacking a creature of that category, she gains +2 on ranged attack and damage rolls. She also gains a +2 to Bluff, Knowledge, Perception, and Sense Motive skill checks related to the creature type. Write the creature type after Favored Foe +2.

Creature Types:
Beasts (Animals, Magical Beasts)
Humanoids
Dragons
Otherplanar (Elementals, Demons, etc.)
Undead

F Tracker
Write Tracker in Section F of your character sheet. Your character can identify and follow creatures’ tracks with a Perception skill roll. The DC for this check is 10+ the creature’s Stealth skill modifier if the tracks are fresh (within a day.) This DC is increased by +2 to +6 per day depending on the hardness of the ground and weather conditions, as determined by the DM.

I Precise Shot
Write Precise Shot in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.

You are done with 1st-Level Hunter. To continue, go to page 32.

2nd Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change

DEADLY AIM: Write Deadly Aim in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See Page 41 for details of this
Feat.

3rd Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1

FAVORED TERRAIN: Write Favored Terrain in
Section F of your Character Sheet. Choose One of
The following Terrain Types. While in her Favored
Terrain, a Hunter gains a +2 bonus to Initiative and
A +2 bonus to Knowledge Geography, Perception, and
Stealth Checks. A Hunter leaves no tracks in her
Favored Terrain if she doesn’t wish to. Write your
selected Terrain Type after Favored Terrain in Section F.

Terrain Types:
Cold
Desert
Forest/Jungle
Hills/Mountains
Plains
Underground/Caves
Urban
Wetlands/Water

4th Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change

RAPID SHOT: Write Rapid Shot in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See page 6 of the Beginner
Box Player’s Pack pdf for details of this Feat.

5th Level Hunter Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save No Change

SECOND FAVORED FOE: Choose a second creature
Type as a Favored Foe from the list of Creature Types
Listed under the 1st Level Hunter Feature. Write
Favored Foe in Section F of your character sheet.
One type of Favored Foe (either your original or the
One chosen here) becomes +4 , and the other is +2.

Dervish
A whirling, deadly force on any battlefield, the Dervish relies on speed and grace to finish her foes with a thousand small wounds. Styling themselves after nature’s deadliest predators, the Dervish uses both body and blade to wear an opponent down and finish them off.

Spoiler:

1st Level Dervish Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 4

D Mark these class skills in Section D of your character sheet:
[x] Acrobatics [x] Bluff
[x] Climb [x] Knowledge Nature
[x] Perception [x] Sense Motive
[x] Stealth [x] Swim

E Armor and Weapons
In Section E of your character sheet, check light armor, simple weapons, and martial weapons. For more information about armor and weapons, see pages 44-47.

F Slam
Write Slam 1d6 in Section F of your character sheet. Your character can attack with his fists, feet, or even head, doing 1d6 on a successful attack. This slam attack is considered a Light Weapon for Feats.

I Weapon Finesse
Write Weapon Finesse in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.

You are done with 1st-Level Dervish. To continue, go to page 32.

2nd Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save Add +1
Will Save No Change

FLURRY: Write Flurry in Section I of your character
sheet. Your character gains this feat at level one. See
below for details of this feat.

Feat
Flurry
Prerequisite Attack Bonus +1 Dexterity 13
Benefit
You may make an attack with a light weapon as a Move Action.
Penalty
When you use this feat, take a -2 penalty on your attack rolls until the start of your next turn.

3rd Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save Add +1
Reflex Save No Change
Will Save Add+1

EVASION: Write Evasion inSection F of your
Character Sheet. This works exactly as the Rogue
Class Feature on Page 25.

FLEET: Write Fleet in Section I of your Character
Sheet. Your Character gains Fleet as a bonus feat.
See page 41 for details of this Feat.

4th Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save Add +1
Will Save No Change

IMPROVES SLAM: Change the Slam to 1d8 in Section
F ofyour character sheet. Your Slam now does 1d8
Damage on a successful attack!

5th Level Dervish Hit Points Add +1d10+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save No Change

FLEET: Write Fleet again in Section I of your Character
Sheet. Your Character gains Fleet as a bonus feat.
See page 41 for details of this Feat.


Shaman
A Shaman serves as both a servant and master of the forces of nature. Shamans are more at home in the wild than in the bustling cities. They summon powerful natural allies in their struggle to preserve the balance of nature.

Spoiler:

1st Level Shaman Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 8
Reflex Save: 0 Attack Bonus: 0
Will Save: +2 Skill Ranks: 4

D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Geography [x] Knowledge Nature
[x] Perception [x] Ride
[x] Sense Motive [x] Spellcraft
[x] Swim

E Armor and Weapons
In Section E of your character sheet, check shields, light armor, and simple weapons. For more information about armor and weapons, see pages 44-47.

K Spells
You can cast Shaman Spells. Every morning, you spend an hour communing with nature and selecting the spells you will use that day. This is called “preparing your spells.” When you cast a spell, mark it off from today’s list of prepared spells. Each day you can pick different spells—they don’t have to be the same ones each time.

F Summon Servant
Write Summon Servant in Section F of your character sheet. Next to that, write 3+WIS per day. You can summon a Dire Rat as a standard action. The Dire Rat appears within 30 feet (6 squares) of your character and will act as directed by your character for one round per level you have in the Shaman class. After that, the Dire Rat vanishes.

K Shaman Spells

Essences
Write essences in Section K of your character sheet. Essences are a weak type of Shaman Spell that you can use over and over as much as you want, up to once per round. You don’t have to prepare essences- you always have them available.

Create Water
Range 30 feet Duration Instantaneous
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles. This water disappears after 1 day if not consumed. You cannot use this spell to create water inside a creature.

Know Direction
Range personal Duration instantaneous
When you cast this spell, you instantly know the direction of north from your current position. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don't find some external reference point to help you keep track of direction.

Light
Range Touch Duration 1 minute/Shaman Level
You make any object (like a sword or coin) shine like a torch, but with no heat. It gives off light to a range of 20 feet. You can only have one light spell active at a time—if you cast a second one, the first one goes out.

Spark
Range 30 feet Duration instantaneous
You can make an unattended flammable object no bigger than a maple leaf catch on fire. This works as if you were using flint and steel except that you can use spark in any sort of weather and it takes much less time to actually ignite an object.

1st Level Shaman Spells
You can prepare one 1st-level Shaman spell per day from the list of spells on this page. If your Wisdom ability score is 13 or higher, you can prepare an extra 1st-level Shaman spell each day! Write this number of 1st-level spells per day in Section K.
If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.

Calm Animals
Charm Animal
Cure Light Wounds
Endure Elements
Entangle
Feather Step
Obscuring Mist
Produce Flame
Speak With Animals
Stone Fist

You are done with 1st-Level Shaman. To continue, go to page 32.

2nd Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1

You can prepare another 1st level Shaman Spell each
day.

3rd Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add +1
Fort Save Add +1
Reflex Save Add +1
Will Save No Change

You can prepare one 2nd level Shaman spell from the
spells on this page each day. If your Wisdom ability
score is 14 or higher you can prepare an extra 2nd level
Shaman spell each day.

SUMMON SERVANT: At 3rd level, you can summon
Either a Giant Spider, Reefclaw, Venomous Snake, or
Wolf instead of a Dire Rat.

2nd Level Shaman Spells
Barkskin
Cure Moderate Wounds
Eagle Eye
Flaming Sphere
Fog Cloud
Gust of Wind
Hold Animal
Resist Energy
Spider Climb
Stone Call

4th Level Shaman Hit Points Add +1d8+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add +1

You can prepare another 1st level Shaman spell each day.
You can prepare another 2nd level Shaman spell each day.

5th Level Shaman Hit Points Add +1d8+CON
Attack Bonus No Change
Fort Save No Change
Reflex Save No Change
Will Save No Change

You can prepare one 3rd level Shaman spell from the
Spells on this page each day. If your Wisdom ability
score is 16 or higher you can prepare an extra 3rd level
Shaman spell each day.

SUMMON SERVANT: At 5th Level, you can Summon
An Air, Earth, Fire, or Water Elemental instead of the
Creatures listed above.

3rd Level Shaman Spells
Call Lightning
Cure Serious Wounds
Dominate Animal
Fly
Neutralize Poison
Protection From Energy
Remove Disease
Speak with Plants
Water Breathing
Wind Wall

Warlock
A Warlock is a powerful spellcaster whose magical powers come from inherited bloodlines from powerful, often otherworldly beings. A Warlock doesn’t pray, study, or commune to gain his spells- he just knows them; they are a part of him. A Warlock only knows a few spells, based on his birthright, but he can cast more spells per day than any other spellcaster, and can select from any of the spells he knows.

Spoiler:

1st Level Warlock Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: 0 Hit Points: 6
Reflex Save: 0 Attack Bonus: 0
Will Save: +2 Skill Ranks: 2

D Mark these class skills in Section D of your character sheet:
[x] Bluff [x] Diplomacy
[x] Knowledge Arcana [x] Knowledge History
[x] Knowledge Religion [x] Perception
[x] Spellcraft

E Armor and Weapons
In Section E of your character sheet, check light armor and simple weapons. For more information about armor and weapons, see pages 44-47.

K Spells
You can cast Warlock Spells. Unlike other casters, Warlocks do not prepare spells. Instead, each day at a time specified by his Birthright, a Warlock recharges his spellcasting ability. Each time you cast a spell, place a check mark next to the spell level in section K. When you’ve reached your maximum for that level, you may not cast any more spells of that level until the time designated by your Birthright, at which point you can erase all the check marks and start over.

F Birthrights
Write Birthright under Section F of your character sheet. Select one of the following Birthrights and write its name of after Birthright.
Celestial- Dawn
Draconic-Noon
Elemental-Noon
Fey-Sundown
Infernal-Midnight

K Warlock Spells
Legacies
Write legacies in Section K of your character sheet. Legacies are a weak type of Warlock Spell that you can use over and over as much as you want, up to once per round. Your legacies are determined by your Birthright.
Celestial
Light
Stabilize

Draconic
Detect Magic
Acid Splash

Elemental
Elemental Ray
Resistance

Fey
Dancing Lights
Ghost Sound

Infernal
Mage Hand
Read Magic

1st Level Warlock Spells
You can cast three 1st-level Warlock spell per day from the list of spells under your Birthright on this page. If your Charisma ability score is 13 or higher, you can cast an extra 1st-level Warlock spell each day! Write this number of 1st-level spells per day in Section K.
If a spell says you can cast it on an ally, you can instead cast it on yourself—you don’t have to cast it on someone else.

Celestial
Feather Fall
Magic Missile

Draconic
Cause Fear
Corrosive Touch

Elemental
Elemental Cone
Endure Elements

Fey
Sleep
Vanish

Infernal
Charm Person
Disguise Self

You are done with 1st-Level Warlock. To continue, go to page 32.

2nd Level Warlock Hit Points Add +1d6+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add+1

You can cast another 1st level Warlock Spell each
day.

ARCANE INHERITANCE: Choose one level one
Spell from the Wizard Spell list. Add that Spell to
The list of spells from your Birthright. If you have
The Celestial Birthright you may add cure light wounds,
or choose a wizard spell like any other Birthright.

3rd Level Warlock Hit Points Add +1d6+CON
Attack Bonus No Change
Fort Save Add +1
Reflex Save Add +1
Will Save No Change

You can cast three 2nd level Warlock spells from the
List of spells under your Birthright on this page each
day. If your Charisma ability score is 14 or higher you
can cast an extra 2nd level Warlock spell each day.

Celestial
Continual Flame
False Life

Draconic
Fire Breath
Protection From Arrows

Elemental
Elemental Sphere
Resist Energy

Fey
Invisibility
Levitate

Infernal
Mirror Image
Scorching Ray

4th Level Warlock Hit Points Add +1d6+CON
Attack Bonus Add+1
Fort Save No Change
Reflex Save No Change
Will Save Add +1

You can cast another 1st level Warlock spell each day.
You can cast another 2nd level Warlock spell each day.

ARCANE INHERITANCE: Choose one level two
Spell from the Wizard Spell list. Add that Spell to
The list of spells from your Birthright. If you have
The Celestial Birthright you may add cure moderate
Wounds, or choose a wizard spell like any other Birthright.

5th Level Warlock Hit Points Add +1d6+CON
Attack Bonus No Change
Fort Save No Change
Reflex Save No Change
Will Save No Change

You can cast three 3rd level Warlock spells from the
List of spells under your Birthright on this page each
day. If your Charisma ability score is 16 or higher you
can cast an extra 3rd level Warlock spell each day.

Celestial
Daylight
Haste

Draconic
Fly
Lightning Bolt

Elemental
Elemental Ball
Protection From Energy

Fey
Displacement
Hold Person

Infernal
Suggestion
Vampiric Touch

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Order # 1789953 arrived today without the Tome of Horrors Complete Print edition. Everything else came on the order. The 2 Beginner boxes were highlighted green and a green highlighter check mark was on top of the sheet.
I'm thinking since the ToHC was paid for previously and had a 0.00 price listed someone missed picking it.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Hunter
At home in the frontier wilderness, the Hunter is adept at following his quarry wherever it may run. An expert at ranged weaponry, the Hunter harries her foe, savoring the victory skill and patience can provide.

1st Level Hunter Features
F Write these numbers in the Class Boxes of Section F:
Fortitude Save: +2 Hit Points: 10
Reflex Save: +2 Attack Bonus: +1
Will Save: 0 Skill Ranks: 6

D Mark these class skills in Section D of your character sheet:
[x] Climb [x] Heal
[x] Knowledge Dungeoneering [x] Knowledge Geography
[x] Knowledge Nature [x] Perception
[x] Ride [x] Spellcraft
[x] Stealth [x] Swim

E Armor and Weapons
In Section E of your character sheet, check light armor, medium armor, and simple weapon. Then write shortbow and longbow in Section E. For more information about armor and weapons, see pages 44-47.

F Favored Foe
Write Favored Foe +2 in Section F of your character sheet. Choose one of the categories of creatures listed below. Whenever your character is attacking a creature of that category, she gains +2 on ranged attack and damage rolls. She also gains a +2 to Bluff, Knowledge, Perception, and Sense Motive skill checks related to the creature type. Write the creature type after Favored Foe +2.
Creature Types:
Beasts (Animals, Magical Beasts)
Humanoids
Dragons
Otherplanar (Elementals, Demons, etc.)
Undead

F Tracker
Write Tracker in Section F of your character sheet. Your character can identify and follow creatures’ tracks with a Perception skill roll. The DC for this check is 10+ the creature’s Stealth skill modifier if the tracks are fresh (within a day.) This DC is increased by +2 to +6 per day depending on the hardness of the ground and weather conditions, as determined by the DM.

I Precise Shot
Write Precise Shot in Section I of your character sheet. Your character gains this feat at level one. See page 43 for details of this feat.

You are done with 1st-Level Hunter. To continue, go to page 32.

2nd Level Hunter Hit Points Add +1d10+CON
Attack Bonus
Add+1
Fort Save
Add +1
Reflex Save
Add +1
Will Save
No Change

DEADLY AIM: Write Deadly Aim in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See Page 41 for details of this
Feat.

3rd Level Hunter Hit Points Add +1d10+CON
Attack Bonus
Add+1
Fort Save
No Change
Reflex Save
No Change
Will Save
Add +1
FAVORED TERRAIN: Write Favored Terrain in
Section F of your Character Sheet. Choose One of
The following Terrain Types. While in her Favored
Terrain, a Hunter gains a +2 bonus to Initiative and
A +2 bonus to Knowledge Geography, Perception, and
Stealth Checks. A Hunter leaves no tracks in her
Favored Terrain if she doesn’t wish to. Write your
selected Terrain Type after Favored Terrain in Section F
Terrain Types:
Cold
Desert
Forest/Jungle
Hills/Mountains
Plains
Underground/Caves
Urban
Wetlands/Water

4th Level Hunter Hit Points Add +1d10+CON
Attack Bonus
Add+1
Fort Save
Add +1 Reflex Save
Add +1
Will Save
No Change
RAPID SHOT: Write Rapid Shot in Section I of
your character sheet. You do not have to meet the
prerequisites of this feat. See page 6 of the Beginner
Box Player’s Pack pdf for details of this Feat.

5th Level Hunter Hit Points Add +1d10+CON
Attack Bonus
Add+1
Fort Save
No Change
Reflex Save
No Change
Will Save
No Change
SECOND FAVORED FOE: Choose a second creature
Type as a Favored Foe from the list of Creature Types
Listed under the 1st Level Hunter Feature. Write
Favored Foe in Section F of your character sheet.
One type of Favored Foe (either your original or the
One chosen here) becomes +4 , and the other is +2.

If you enjoy playing the Hunter Class, check out the Ranger Class in the Pathfinder Core Rulebook.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

just looking at the cover, I couldn't persuade myself to plunk down $30 for this game.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

...

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Wrap up a project recently, Sean? Extra time on your hands? Ready for the weekend?

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

“Medium Fantasy” Pathfinder House Rules

Levels 1-6 as normal with the following modifications:

Character Experience Point Feats Ability Score Hit Points
Level Total Gained Gained HD+Con Mod
1 ---- 1st --- HD+Con Mod
2 1000 --- 1st ¾ HD + Con Mod
3 3000 2nd --- ¾ HD+ Con Mod
4 6000 --- 2nd ¾ HD+ Con Mod
5 10000 3rd --- ¾ HD+ Con Mod
6 15000 --- 3rd ½ HD+ Con Mod
Spells per day, ki points, bardic performances, barbarian rage rounds, etc.- any per day limited abilities- are doubled (after modifiers).

After 6th, the character no longer gains levels in any base classes and instead progresses as an “Adventurer” for Levels 7-11
7 21000 4th 4th 5+Best Ab Score Mod
8 28000 5th 5th 5+Best Ab Score Mod
9 36000 6th 6th 5+Best Ab Score Mod
10 45000 7th 7th 5+Best Ab Score Mod
11 55000 8th 8th 5+Best Ab Score Mod

Adventurers gain 4 Skill Points per level (plus appropriate modifiers for Int, Race, etc.)
Saves increase by 1 every other level.
BAB increases 1/level
Caster level increases by 1/level
Spontaneous casters may add 1 spell known each level.

Magic Item base costs are 1/2 for Potions, Rings, Rods, Scrolls and Staves, 1/4 For Armor, Weapons, and Wondrous Items. Any magic items with a CL requirement higher than 11 no longer exist. Spells above level 3 do not exist so any magic items requiring them also do not exist.

Forget wealth by level.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Marvel Characters are always predicted to win by Leafar.

DC Characters, working at a much higher general power scale, are predicted to win by most people responding to Leafar's threads.

Grimjack is the main character of a comic book originally published by First Comics. John Ostrander and Timothy Truman are credited as co-creators of the character, although Ostrander had been developing Grimjack with artist Lenin Delsol before Truman's arrival on the project. According to Ostrander's own text piece in Grimjack #75; in that same essay, the writer also revealed having initially conceived the character to be the star of a series of prose stories, set in a post-apocalyptic Chicago.

Grimjack is the street name of John Gaunt, a sword-for-hire, ex-paramilitary, war veteran and ex-child gladiator. He operates from Munden's Bar in the Pit, a slum area of Cynosure, a pan-dimensional city to which all dimensions connect.

Grimjack has fought demons, mages, gods, killer bunnies, expert warriors of all ages,and the Lord Protector of Cynnosure, who has the innate ability to alter reality to fit his whims. He has even been given a cameo role as an Agent of Oberon in the Amber series by Roger Zelazny.

On the powers side, he has limitted psychic ability, has access to special weaponry, is cursed to be reincarnated continuously, and is totally bat s*~! insane (as we know from reading Leafar's previous posts this gives him a trump card.)

So, Grimjack beats everyone. Fin.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

What type of action is required to activate the Secret Stash Feat?

Free, Swift, Move, Standard, Full-Round?

It's not listed, and probably should be.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

1 person marked this as FAQ candidate.

Ok, so at 11th level, I make the Secret Stash Deed my Signature Deed and can now produce 3 bullets and 3 powder packs at will for 0 grit as long as I have 1 grit. At 33gp per round, this is much more productive than adventuring, so I quit that noise and spend 10 minutes a day producing 3300gp worth of supplies, 6-8 hours selling them, and the rest of my life spending the cash.

I know it was said "this is silly" and "this was not the intention", so, fix it so it doesn't work this way. That's what Jason had to do with wall of iron, etc.

Suggested fixes:

A) Get rid of the grit charge, make it usable once per day.
B) Make it cost 2 Grit so it can't be reduced to 0
C) Make signature deed have a minimum cost of 1 grit instead of 0
D) Get rid of the Secret Stash Deed, since it's pretty darn "silly" to begin with.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Please cancel my pathfinder modules subscription. Keep my other subscriptions active.

Thank you

Stratton Liberty

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Looking for up to 2 more players for an OpenRPG campaign starting this coming Sunday(will allow latecomers as necessary)

Rules and information consolidated from the OpenRPG Forum Post

Interest check for a “Low Fantasy” Pathfinder Game.

Consolidated/Updated Summary of House Rules and Character Creation

Characters will start at 7th level and we will be using the slow progression experience chart.

The following classes are available:

Spoiler:
Alternate Barbarian
Alternate Barbarian
Explorer(Expert with the following modifications: Good Reflex saves, Bonus general (only) feats at 1st,2nd, and every other level thereafter, Loremaster lvl 5/11/17, Jack-Of-All-Trades lvl 10/16/19
Fighter (4 skill points per level)
Monk with the following modifications: deals unarmed damage amount with monk special weapons instead of the weapon’s normal damage dice, still mind replaced with pounce.
Ranger with the following modification: choose one form of hunter’s bond at level one, gain the other at level 4. If you choose animal companion at 1st level, you do not subtract 3 from your level. No spellcasting abilities.
Rogue
Swashbuckler
Vanguard

** With the APG coming out, any spelless versions of classes in there would probably be allowed as well. **


The following races are available:
Dwarf, Elf, Gnome, Goblin, Halfling, Hobgoblin, Human, Orc, Tengu (No Half Breeds)

Starting Equipment:

Spoiler:

Choose from +2 Armor, a +1 Mithral Armor, or Bracers of AC+3.
OR
A +1 weapon with a +1 quality OR three +1 weapons.
OR
Two minor items from the ring or wondrous item charts.
AND
300 gold to spend on other gear.

If you do not choose magical armor, you may select masterwork armor. If you do not choose magical weapon(s), you may have up to 2 masterwork weapons. These items are not included in the 300gp.

NOTE: magic Items will not be for sale or able to be sold, so pick things you actually want. Also, in this vein, feel free to send me a list of “also wants” with your character sheet. As rarely as magic items will come up, I will try to make sure they’re off these want lists.

Only the following monster types will be used: Animals, Dragons, Humanoids, Magical Beasts, Monstrous Humanoids, Plants, Vermin

Vitality, Health, and Healing

Spoiler:
Vitality

Vitality represents the ability to turn potentially deadly wounds into scratches, bumps, bruises, etc. Throughout most combat, it is your character’s Vitality that will be reduced by attacks. As your character grows in level, his Vitality will increase, allowing him to survive longer battles and/or deadlier opponents. Your Vitality is figured the same way Hit Points are figured in standard play: maximum Hit Die plus Con Modifier at first level, roll the Hit Die and add Con Modifier for every level after that.

Health

Health represents more serious wounds, ones that will take time to heal, and could potentially be life threatening. Characters take Health damage when their Vitality is depleted and from Critical Hits. Once the character’s Vitality reaches 0, all damage is marked off the Character’s Health. On a Critical Hit, the damage from the dice rolled is applied to Health instead of Vitality, and any bonus damage comes off Vitality.

If a Character’s Health reaches 0 or below, the character gains the staggered condition until his Health is brought above 0 by healing. If A Character’s drops to a negative amount greater than his Constitution score but less than his maximum Health score, he is helpless and must make a Will Save with a DC equal to the amount of negative Health he has each round to remain conscious and able to speak. Once his Health is a negative amount equal to or greater than his maximum Health, he must make a Fort save a DC equal to the amount of negative Health he has each round or perish.

Health is figured with the following formula:

Constitution Score + Racial Modifier* + Hit Die Modifier**

*Racial Modifier

A Character gains a one-time bonus to his Health based on his race:
+5 Health: Dwarf, Hobgoblin, Orc
+3 Health: Gnome, Human, Tengu
+1 Health: Elf, Goblin, Halfling

**Hit Die Modifier

Each time a Character gains a Hit Die, he gains a bonus to his Health according to the following chart:

Hit Die Bonus
D12 +3
D10 +2
D8 +1.5
D6 +1

Healing

Vitality is recovered fairly quickly, as all it takes is giving your muscles a chance to recover and regaining your wind. A Character heals 1 point of Vitality per level per hour of rest. If he is being given Long-Term Care (see Heal Skill pg 98-99), he doubles that rate (2 Vitality per level per hour.)

Health recovers under the standard rate of 1 per level per 8 hours of rest, and is treated as Hit Points for all the other entries under the Heal skill.

Optional Grievous Wounds Rule:

If brought below a negative amount of Health equal to or greater than your Constitution Score, you have received Grievous Wounds and heal much more slowly until you are brought above 0 Health by healing. Your healing rates (including Vitality) are all dropped to ¼ normal (round down) during this time.


Armor as DR
Spoiler:

From Unearthed Arcana.

Armor grants DR/- equal to half its listed armor bonus (round down) and the armor bonus is reduced by the amount of DR granted. Natural Armor grants DR equal to 1/5 its listed amount (rounded down) and the natural armor bonus is reduced by the amount of DR granted. All DR/- from armor, natural armor, and class features stack. All other armor traits remain the same (Max Dex, check penalty, etc.) Shields do not provide a DR bonus.

Armor Type DR Armor Bonus
Padded 0/- +1
Leather 1/- +1
Studded Leather 1/- +2
Chain Shirt 2/- +2
Hide 2/- +2
Scale Mail 2/- +3
Chainmail 3/- +3
Breastplate 3/- +3
Splint Mail 3/- +4
Banded Mail 3/- +4
Half-Plate 4/- +4
Full Plate 4/- +5

It’s a trap

Taking no damage is better than having the damage reduced by 4. Add to this little access to magical armor and protective gear, and you’ll be getting slaughtered. So, to avoid this trap becoming too deadly, we’ll add ½ your level (round down) to your AC as long as you are proficient in whatever armor you’re wearing, or if you are unarmored.

King Oswald Forewell has recently ascended to the throne after a brief but bloody struggle among the noble houses. Oswald was the best man among the contenders for the throne, and with the eventual backing of the majority of the houses, he has taken leadership of the Kingdom of Gallidorne. Gallidorne's throne was left barren after Oswald's uncle died under suspicious circumstances, unwed and childless. Oswald's chief rivals for the throne were his cousins Prince Fastiere Hessette and Prince Halcome Wellard, and his Aunt Grand Duchess Esmerine Glodebay.

Of the seven major noble houses, the Grand Duchess held sway over three, and probably would have gained the favor of the others if a longtime friend of Oswald's hadn't found proof of her involvement in King Eldone's death. Her regency was ended and her house disgraced, leaving the Kingdom on the brink of civil war. Oswald spoke promises of prosperity and expansion, winning the majority of the houses, including the Hessettes (who a deal brokered for marriage of Oswald to Fastiere's youngest sister Emilese), over to his claim.

Soon, only house Wellard and House Asturelle stood in opposition to Oswald's ascension. A brief, bloody skirmish on the Fields of Reyse ensued, with the remnants of Grand Duchess Glodebay's followers joining Wellard and Asturelle against the rest of the Kingdom. After the third day of battle, a brave young knight challenged the general under Asturelle to single combat, defeating him with honor and ending the House of Austurelle's involvement in the battle. The opposing forces were outmatched and captured. Those who refused to denounce the House of Glodebay were executed, and the Grand Duchess was sent into exile. The House of Wellard was relegated to minor status, and the House of Reltaire, whose followers showed great courage and loyalty in the skirmish, was elevated to major status.

Campaign Traits

Spoiler:

Expansionist Supporter
You were one of the people who threw your support behind King Oswald because of his promises to expand the Kingdom. Perhaps you’re a member of a minor noble house, or an unlanded Knight, or someone hoping to make a name as a hero of the Kingdom. In any case, you’re eager to see the Kingdom grow, and your wealth and fame grow with it.
Benefits: Your constant quest to discover new experiences has left you better prepared than most for dangers. Choose one saving throw type (Fortitude, Reflexes, or Will). You gain a +1 trait bonus to that type of save. You gain a +1 trait bonus to Survival and Survival is always a class skill for you.

Famous Knight
On the Fields of Reyse, you were the Knight who stepped forward to do battle in single combat with General Lucaster Austerelle. Lucaster, an honorable and skilled combatant, was defeated by your blade. Some credit you with ending the skirmish, and preventing a greater war. Certainly, those who served at The Field of Reyse recognize you on sight, and the King has invited you to his inner circle.
Benefits: Choose a weapon you own. That was the weapon you used to defeat the General. You gain a +1 trait bonus on attacks with that weapon. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with soldiers and guardsmen.

Field of Reyse Veteran
One of many soldiers who fought with valor and skill during the Field of Reyse skirmish, something about you caught the attention of the King. You considered yourself a common soldier, nothing extraordinary. But the King saw something else, and wants your voice to be heard among those he trusts.
Benefits: Choose a Skill. You gain 1 rank per level in that skill and that skill is always a class skill for you.

Glodebay Denouncer
Although a relative of the Grand Duchess, you were appalled at her involvement in the assassination (that’s what they’re calling it) of the old King. You were among the first and few to denounce the Grand Duchess, before her involvement at the Field of Reyse Skirmish. The new King has determined that you are a person of honor, and, even with your house disbanded, has chosen you to be a member of his elite followers. Perhaps, given time, you could restore the honor of your house and once again have your noble blood recognized.
Benefits: You know your own mind and aren’t afraid to voice your concerns regardless of the potential cost. You gain a +1 trait bonus to Will saves. Once per day, you can reroll a Will save, taking the better of the two rolls.

House Asturelle Lord/Lady
You are a member of the Asturelle nobility. Longstanding traditions of knightly skill at arms and valor bring high honor to this Noble House, led by Baron Sirgarde Austerelle. The Order of the Centaur, an elite cavalry unit under the banner of General Lucaster Austerelle, is held in the highest regard of any unit in the Kingdom.
Benefits: You gain a +1 trait bonus to Ride skill checks and Ride is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with Knights.

House of Flagstren Lord/Lady
You are a member of the Flagstren nobility. Duke Uriel Flagstren is charged with keeping watch over the southern regions and border of the Kingdom, constantly keeping vigil for signs of incursions from the Horquat Emerite or the Kingdom of Delacrute.
Benefits: You are used to being vigilante around strangers. You gain a +2 trait bonus to initiative rolls. You gain a +1 bonus on Perception and Sense Motive rolls when dealing with foreigners from Horquat Emerite or the Kingdom of Delacrute.

House Forewell Knight
You are a member of the Forewell nobility, a Knight of the Royal Family. While the King serves the Kingdom as ruler, the House of Forewell is run by his older sister, Grand Duchess Seidra. Seidra is ever reminiscent that the House’s actions reflect on the King, and, as such, holds a tight rein over its members. You were always one of Oswald’s favorite cousins, however, and he has brought you into his inner circle, freeing you from his older sister’s clutches. House Forewell owns the greatest library I the Kingdom, and you spent much of your childhood exploring the books therein
Benefits: Choose two Knowledge skills. You gain 1 rank each of these skills, and they are always class skills for you.

House Hessette Lord/Lady
You are a member of the Hessette nobility. One of the more influential Noble Houses, House Hessette is led by Prince Fastiere, Baron of Fielday, a one-time rival of King Osward’s. Queen Emilise hails from House Hessette, being the youngest sister of the Prince. The influence of House Hessette has placed you in the King’s company, and expectations of you are high.
Benefits: You gain a +1 trait bonus to Diplomacy and Diplomacy is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with the members of High Nobility.

House of Kaleste Lord/Lady
You are a member of the Kaleste nobility. Rumor has it that every coin in the Kingdom has been touched by Countess Gertrude Kaleste, the head of House Kaleste. The County of Seingred’s central location within the Kingdom makes it an ideal center of trade and tax collection. King Eldone had entrusted the Countess with the tax collection duties during his reign, and she has sent you as an emissary to insure that King Oswald continues this trust.
Benefits: Choose a Profession. You gain 1 Rank in that Profession, and that Profession is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with merchants.

House Reltaire Lord/Lady
You are a member of the Reltaire nobility. Newly appointed to Higher Nobility by King Oswald, your House is in the middle of adjusting to these new duties. Along with some of your cousins, you showed brilliance in the Skirmish at The Field of Reyse, and were partially responsible for your House’s rise. Newly appointed Count Harylde Reltaire, your uncle, and head of House Reltaire, was asked to send a member of his House to Castle Aldomore to serve under the King, and you were the one he chose.
Benefits: Gain a bonus combat feat. You must qualify for the feat at 1st level to chose it.

House of Yenthon Lord/Lady
You are a member of the Yenthon nobility. The Barony of Wallsbridge, the northeasternmost region of the Kingdom, serves as a buffer between the untamed and dangerous wilderness and the rest of the Kingdom. When children go missing from Innsford, when flocks are attacked in Geldwode, when a dragon’s shadow passes over the streets of Klydonbridge, it is Baron Jurt Yenthon who must find a solution. The House of Yenthon is the biggest and most diverse of the major Nobility, in part due to frequent childbirth (you never know if a child in Wallsbridge is going to survive to adulthood) and in part due to the acceptance of gaining nobility by marriage rather than mere birthright.
Benefits: Choose one type of creature from Animals, Dragons, Magical Beasts, Plants, or Vermin. You gain a +2 trait bonus on attacks against creatures of that type.
Gain a +1 trait bonus to Perception and Perception is always a class skill for you.

Marriage Broker
An old childhood friend of Queen Emilise, you saw the path her House was headed down and decided to intervene before House Hessette was destroyed due to Fastiere’s ambitions. You spoke of Oswald’s honor, of his leadership, and of his rugged handsomeness. You whispered stories of his youthful vigor, spread gossip of his prowess, and otherwise sowed the seeds of longing in young Emilise. Then, you began the work on her father in earnest, and brokered the sale of peace at the cost of his daughter’s hand. And of course, Oswald being no fool and Emilise being more than worthy of his affection, the Prince seized the opportunity you presented. Some would say it was truly your machinations that saved the Kingdom from war.
Benefits: Choose from Bluff, Disguise, Diplomacy, or Sense Motive. You gain the Skill Focus Feat for that Skill, and it is always a class skill for you.

Minor House Lord/Lady
You are a member of a minor noble house. While this does not grant you the power of the major noble houses, it does grant you freedom from the duties and responsibilities they hold. You are able to hold land of your own, able to travel freely about the Kingdom, and able to perform the duties of a Knight representing your family.
Benefits: You gain a +1 Trait Bonus to Knowledge (Local) and Knowledge (Local) is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with Minor Nobles.

Old Guard Remnant
Your family has served Kings since before King Eldone’s time. While not a member of nobility, you have ties to almost every noble house, and while rulers may come and go, it is your family that will remain in Castle Aldomore, serving the Kingdom.
Benefits: You gain a +1 Trait Bonus to Knowledge (Nobility) and Knowledge (Nobility) is always a class skill for you. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with commoners.

Oswald's Trusted Advisor
You have known Oswald most of his life. You know him to be a man of insight, honor, valor, and determination. You also know him to be incautious, scheming, warlike, and stubborn. He is a man, like any other, yet he is also King. There are times when he needs to be reminded of each of these facts, and you are the one he turns to for this duty.
Benefits: You gain a +2 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with King Oswald. You gain a +1 bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with members of Major Nobility.

Proof Finder
You are the one who found the proof of the Grand Duchess’ treachery against King Eldone. You were hired by one of Oswald’s men due to your reputation as an honest independent investigator. The Prince was impressed with your work and requested that you continue in service as his Marshal. Your title allows you the authority to investigate anything and anyone in the Kingdom.
Benefits: You have the title of Marshal and the authority to investigate happenings in the Kindom of Gallidorne. You gain a +1 trait bonus on Bluff, Diplomacy, and Intimidate rolls when dealing with citizens and Nobility in the Kingdom of Gallidorne. These benefits are subject to the King keeping you in that post.


Dwarves
The Dwarves of Gallidorne enjoy more freedom than any other humanoid race in the Kingdom. Perhaps it is because they toil so hard on their own. In the Coldforge mountains, Dwarves are allowed to govern themselves as long as the iron continues to flow from the mountains, feeding the armies of Gallidorn their swords, shields, and armor.

Dwarven Campaign Traits

Spoiler:

Iron Master (Campaign, Racial(Dwarf))
You have worked practically since birth with iron and steel. You know its purity by holding it in your hand, know its value by mere sight.
Benefits: You gain a +2 trait bonus on all Appraise and Craft skill checks involving iron or steel items. You gain a +2 trait bonus to Sunder attempts against iron or steel weapons.

Iron Heart (Campaign, Racial (Dwarf))
The heart of the mountains beats within your chest, and you are hardier than even most Dwarves.
Benefits: You gain a +1 Trait Bonus to your Health Score. In addition, instead of gaining +1 Skill Point or +1 Vitality with each favored class level, you may choose to gain +1 Health. You may make this choice each time you gain a level in your favored class.


Elves
Elves are all but extinct in Gallidorne. Their low birth rates combined with wars against goblinkind have brought the population to barely sustainable levels. Elves find seeking shelter with the humans distasteful, but realize they cannot continue with their old ways. Many tribes of Elves have sailed Westward in hopes of finding new homelands. Those that remain do do for their own reasons, and rarely seek the council of others.

Elven Campaign Traits

Spoiler:

Nearly Extinct (Campaign, Racial(Elf))
You are among the last of your kind in Gallidorne, perhaps even on the Aeroupane Continent. As such, you have learned to be very careful with your life.
Benefits: Once per day, when a strike would cause Health damage to you, you may make a Reflex with a DC equal to the amount of Health damage caused to take the damage to Vitality instead. As normal, once your Vitality is 0, you take any leftover damage to Health regardless.

Goblin Killer (Campaign, Racial(Elf))
You have been fighting against goblinkind so long it has become second nature to you.
Benefits: You gain a +2 trait bonus on attacks against humanoids with the goblinoid subtype. You gain a +4 trait bonus to confirm critical hits against humanoids with the goblinoid subtype.


Gnomes

Gnomes started coming out of the Ardentia Forest shortly after Gallidorne was founded. At first, they were thought to be a kind of woodland Halfling, and their quirks were dismissed because of this. As more joined the humans, their alienness became more apparent, and superstitious folk began to think them cursed. When the first bleachling in Gallidorne appeared, a movement began, intent on destroying the gnomes of Gallidorne. Then King Alfonse Tremaine put an end to this, resettling the Gnomes in the town of Bellejingledash (he let them name it.) Gnomes are rarely seen off this reservation area, and with good reason; the common folk still tend to stab at them with pitchforks.

Gnome Campaign Traits

Spoiler:

Fresh Off the Reservation (Campaign, Racial(Gnome))
You have been told the stories, sure, but you just had to see the truth for yourself. Besides, if you’d stayed still for much longer, the bleaching probably would have got you anyway. You think perhaps this new human king will listen to reason.
Benefits: Your sense of optimism is rarely staunched. You gain a +2 trait bonus to saves vs. Fear effects, and are immune to the panicked condition (any effect that would make you panicked instead makes you frightened.)

What Gnome? (Campaign, Racial(Gnome))
You have become adept at hiding behind people.
Benefits: As long as you are adjacent to a medium or larger creature, you may use that creature as cover for the purposes of stealth rolls against any other creature in the area.


Goblins

Goblins are hated everywhere, and the Kingdom of Gallidorne is no exception. Heck, even other tribes of Goblins hated the Goblins of your tribe. But where is it written that Goblins can’t be heroes? No book you’ve ever read. Maybe that has something to do with the fact that written words are evil, soul sucking, cursed,…. Where were we? Oh yeah. A Goblin hero. Why the hell not?

Goblins, as sucky as they are, need a little help. So a PC goblin will get an additional bonus feat and bonus trait from the general traits at first level. They also get the following trait as their campaign trait:

Goblin Campaign Trait

Spoiler:

Big Damn Hero (Campaign, Racial(Goblin))
That’s right, Goblin hero! You got a problem with that? I got this shiny from da King. That’s right, Good old Oddwood. He was gonna give me a writ, but when I found out that was a piece of paper with words on it, I nearly poisoned his dogs. See, me an’ the King have an understanding. He keeps you from killing me, and I get to be his Big Damn Hero.
Benefits: You have a symbol of the King’s Pardon, and if you can show it to the guards on time, and if they don’t believe you’ve stolen it, they might just not try to kill you. This has made you brave, thinking it will keep you from getting killed by anything (what can I say, you’re a stupid goblin.) While wearing the badge, you gain a +1 morale bonus to weapon attacks and damage.

Halflings

Hobbits lived in the lands the humans now call Gallidorne long before humans settled them. In typical Hobbit fashion, they welcomed the newcomers to their lands with open arms. Not only did the humans not try to kill them, they brought all sorts of goodies from foreign lands with them. The thought of travel never really crossed most Hobbits’ minds before then. Most were content to live in their Hillshires, fending off the odd animal, goblin, or kobold attack being the only necessary excitement in their lives. “Stay hidden, stay safe.” Was the Hobbit way of life.

The coming of the Humans changed that, with their tales of exciting adventures, far off lands, exotic treasure, etc. enticing the younger generations into more and more risky ventures; going outside, getting exercise other than gardening, moving above ground into buildings, etc. In a few short generations the Hobbits even accepted the Human name for their race, the “Halfling”. Some of the older, grumpier Hobbits; stuck in their way, started calling the Humans “Twicelings” and moved deeper underground. Eventually, Halflings adapted almost fully to Human lifestyles, and are today completely accepted as equals despite the name.

Halfling Campaign Traits

Spoiler:

Lightstepper (Campaign, Racial(Halfling))
Living in a Human world, you learn to get out of the way or get stepped on.
Benefit: If wearing light or no armor, your base speed is increased from 20’ to 30’.

Little Old Me? (Campaign, Racial(Halfling))
Being the size of a human child has its advantages. For one, they’re more likely to take what you say for granted.
Benefit: You gain a +1 trait bonus to Bluff and Bluff is always a class skill for you. You gain a +1 trait bonus to Bluff, Diplomacy, and Intimidate rolls against Humans (this stacks with the trait bonus to Bluff.)


Hobgoblins

Although deadly rivals of the Humans of Gallidorne, the Hobgoblins of the Horquat Emirate have nonetheless built a civilization worthy of respect. Under the guidance of Emir Hor De’Luc El’Quat, the Hobgoblins have established a strict set of principles towards physical well-being and siritual enlightenment.

Emissaries , trading vessels, even caravans have become a more frequent sight than warbands and crusaders. A tenuous peace exists, and for the benefit of both nations, as well as stability in the region, King Oswald seeks to expand and solidify that peace. Thus it is, much to the protest of Elves and Commoners alike, he has invited permanent trade negotiations with the Emirate through House Kaleste.

Hobgoblin Campaign Traits

Spoiler:

Hobgoblin of Many Talents (Campaign, Racial (Hobgoblin))
You’re a modern Hobgoblin who has realized there’s more to life than killing Elves. Your mind has begun to expand under the Emir’s teachings.
Benefits: Choose two favored classes.

Fist of the Emir (Campaign, Racial(Hobgoblin))
Under the guidance of the Emir’s teachings, you have learned how to harness your Ki to make your fists lethal weapons.
Benefits: You gain 2 Ki points. By expending one of these points as a move action, your fists are treated as clubs, doing 1d6 lethal bludgeoning damage. This effect last a number of rounds equal to ½ your level(round down.) A Monk Character of at least 4th level treats these Ki points as part of his normal Ki pool. Such a Monk may use this trait to spend 1 Ki as a move action to increase his effective level as three higher for determining unarmed damage for a number of rounds equal to ½ his level.


Orcs

Orcs have been a thorn in the sides of most other sentient races for generations. No one says they deserve enslavement at the hands of the Hobgoblins, but many think it. The Hobgoblins of the Horquat Emirate have kept the Orcs in their lands under their yoke for almost a dozen generations of Orc life. Using the strong but brutish humanoids as both a labor force and military fodder, the Hobgoblins have regimented and instituted slavery as a means to make their nation grow strong economically, militarily, and, in recent years, politically.
Orcish life was brutal and short before the slavery. With slavery, their lives are just as harsh, if not harsher, but stretched out over a half-dozen more years on average, giving the illusion of a better life. They don’t have to struggle daily and fight savagely for their meals (merely working hours of back-breaking labor instead,) and they aren’t as likely to die by the sword (although the whip is a dismal alternative.)

Orcs fleeing their Hobgoblin masters sometimes find refuge to the North; having been “civilized” or at the very least “tamed”, an Orc who shows gratitude and civility may be allowed to earn coin as a mercenary or farm hand in Gallidorne. At least until “wild” Orcs attack from one of the Free Clans, or from escaped slavery and “fallen back into savagery”.

Orcish Campaign Traits

Spoiler:

Runaway Slave (Campaign, Racial(Orc))
You have escaped a life of captivity and slave labor. Hoping to achieve the glories of your heritage, yet without a Clan, you have struck off into human lands, where an Orc can be something more than a slave.
Benefits: Part of you is always looking over your shoulder, making sure a Hobgoblin with a whip and collar isn’t waiting. You gain a +1 trait bonus to Perception and Perception is always a class skill for you. You gain a +2 trait bonus on Initiative.

Daywalker (Campaign, Racial(Orc))
Due to being forced to work in the bright sun, or having chosen to make your home among the humans and others who prefer light to dark, you have adapted, overcoming your race’s innate disdain of the bright.
Benefits: You do not have the Light Sensitivity Racial Feature.


Tengu
Strange avian humanoids from distant lands, the Tengu have braved perilous ocean voyages to live and trade with those on the Aeroupane Continent. They have brought spices, exotic dance and music, and new forms of meditation and martial prowess. It is they who have taught the Hobgoblins the martial arts. For centuries they have come, one or two ships at a time, bringing knowledge and trade goods, settling in Aeroupane lands, adding their cultural influence to the Continent.

Despite their willingness to share goods and martial knowledge, they are secretive regarding their motives and past. Most Aeroupeans are content to allow them their privacy, provided they stick to their own neighborhoods and don’t disturb the peace. Still, rumors have spread that the Tengu flee from an oppressive society.

Tengu Campaign Traits

Spoiler:

Martial Swordsman (Campaign, Racial (Tengu))
Some Tengu Monks have mastered exotic swordplay, incorporating fanciful movements into their martial arts.
Benefits: You may add all Martial Proficiency Swords to the list of Monk Weapons. Because of this, you can incorporate swords into your Flurry of Blows.

Tengu Merchant
You are a trader in exotic Tengu goods from far away lands. Although most of your profits have been sent home to help the rest of your family make the journey to Aeroupe, you have managed to keep a bit of coin and goods for your future.
Benefit: You have an extra 500gp starting wealth, at least half of which must be spent on alchemical goods.

The Gods and their Followers

The Nordye (nOr-dE-A) Pantheon

Alhayndro (al-hAn-drO) The Archer, God of War and the Hunt
Borimyr (bOr-i-mEr) The Keeper, God of Valor and the Heavens
Fregyrd (frA-gErd) The Spoiler, God of Monsters and Corruption
Frery (frA-rE) The Devourer, Goddess of Dragons and Destruction
Gyldor (gEl-dOr) The Lord of the Sun, God of Light and Life
Juryam (jUr-E-am) The Maker, God of the Forge and Invention
Lodeys (lO-dAs) The Trickster, God of Treachery and the Underworld (Formerly Magic and Knowledge)
Lunya (lUn-E-a) The Lady of the Moon, Goddess of Mysteries and Secrets
Morygan (mOr-E-gan) The Claimer, Goddess of Nature and Death
Portya (pOr-tE-a) Mother of All, Goddess of Dreams and Visions
Sygurd (sE-gird) The Peacemaker, God of Beauty and Love
Wodeyn (wO-dAn) Father of All, God of Wisdom and Nobility

Spoiler:

Wodeyn and Portya, Father and Mother to the Gods and all of creation, came from Beyond. Wodeyn sought someplace new to build his Kingdom. What he found was Portya’s realm, an ever-shifting maelstrom of ideas, thoughts, dreams, visions, imagination. Over millennia, he wooed the Goddess of this realm, eventually making her his bride. Together, they brought Gyldor, Juryam, Lodeys, Lunya, Morygen, and Sygurd into being.

Juryam immediately set to work creating the world and its wonders. Gyldor gave light to the creation and breathed life into the world’s creatures. Morygan filled the world with plants to nourish and shelter the creatures. Sygurd touched the world, adding beauty and encouraging the creatures to thrive and multiply.

Lodeys brought knowledge to some of the creatures, and used his magics to elevate them above and apart from the rest of the creatures of the world. Thus were the first sentients, the Elves, created.

Lunya, favored by her mother, shown down upon the world while her brother Gyldor rested. Her light was not as bright, and shadows were cast across the world. The Elves began to sleep, and with sleep came dreams. The Elves began to understand the Gods through these visions, and began to venerate them, as is the proper order.

The Elves prized Sygurd above all, creating vast works of beauty, dedicated to love of all life around them. Lodeys became enraged at this. Did he not give them all that made them what they were? Did he not teach them magic, give them knowledge that made them more than simple animals?

Lodyes knew that change must come to the world. But he also knew that Wodeyn and Portya would stand in his way should he overtly challenge Sygurd, for they too loved him beyond all reason. So he began by using his magics to seduce Lunya. Under the cover of her shadows, he was able to move without being seen by Wodeyn. His magics twisting her mind, he convinced her to hide his actions and protect his secrets from the Father of All.

With this protection, he began further seductions; Morygan he convinced that the world needed more structure, that a cycle of life and death should occur, that decay should follow life; Juryam he ridiculed into believing the Father and Mother had no further use for, and using this lie convinced to help him bring new Gods into being, using Lodyes’ seed within Lunya. This was the ultimate act of heresy; it was Known that only the Mother and Father could birth new Gods.

Lunya was able to hide her pregnancy, waking Gyldor from his rest and moving away from the world while she awaited the birth of her children. Childbirth broke Lodyes’ enchantment over Lunya, and too late she recognized her twin children for what they were, monstrous creations of magic and invention, rather than the products of love. Fregyrd and Frery immediately set to work on their father’s plan, using the afterbirth to unleash horrors on the world.

In Gyldor’s light, the truth was obvious to Wodeyn. He seized Lodyes and demanded an explanation. When Lodyes explained that the Elves needed to be punished for their betrayal, Wodyean became enraged and the world shook. Sygurd came forward to defend his brother. Speaking eloquently on behalf of Lodyes, he agreed that the Elves should not have turned their love away from one who had given them so much. He spoke of his love for his brothers and sisters and begged for leniency. He reminded Wodyen that it was also Known that Gods cannot die.

Wodeyn said “And so it shall be. Both the Elves and Lodyes will be punished for their betrayals. But we shall strip neither of their lives.” Wodeyn and Portya stripped Lodyes of his Magic so it could never again threaten their rule. In doing so, they stripped much of the Magic from the world as well, to prevent any mortal from claiming the power of the Gods.

Portya, seeing the ways the world had been altered by Lodyes, convinced Wodeyn to set aside a place apart from the Gods for Lodeys and his children. Wodeyn countered that with the cycle of death and decay Morygan had laid under Lodeys’ influence, there must be a counterpart to Lodyes’ realm for the other Gods to live outside of the corrupt world, and decided that the Heavens would also be created.

Juryam begged his parents for forgiveness for his part in Lodyes’ betrayal. Wodeyn and Portya knew that it was part magic and part jealousy that had spurred Juryam’s actions. In order to convince him that he would always be needed, they set him to create both the Heavens and the Underworld, and then Portya showed him a vision of a future filled with new creations, and of Dwarves and Gnomes who would love him beyond all the Gods, and he, both grateful and ashamed, set to work right away.
As Juryam built the heavens and filled the world with new creatures, Wodeyn and Portya rekindled their love and soon the twins Alhayndro and Borimyr came to be. While Alhayndro saw the world as his playground, Borimyr saw the potential for greatness the new creatures Juryam filled it with. Even without magic, these creatures gathered together and the bravest of them fended off the worst of Fregyrd and Frery’s creatures in defense of those they loved.

Borimyr requested that he be given part of the Heavens to share with those mortals whose qualities he so admired, bringing them to live in the perfect lands created by Juryam. Sygurd joined with Borimyr in this petition, pleading to share the Heavens with mortals who have strived for Godly virtues. Portya smiled, stating that this was the vision she had of the Heavens all along, and the reason for Borimyr’s birth. Borimyr would choose who was worthy of inclusion in the Heavenly Host.

Sygurd then asked “What of those Borimyr deems unworthy?”

Morygan stepped forward “It is the natural cycle for things to decay and feed the living. Those unworthy of Heaven shall remain in the cycle of decay and life.”

Wodeyn pondered this. “And of those corrupted or born outside of the natural order of things?”

Morygan shrugged “They came from Lodeys, Fregyrd, and Frery. I see no reason why they should not return.”

Portya nodded and Wodeyn decreed “So shall it be. Those chosen by Borimyr shall ascend to the Heavens, to live with the Gods and enjoy the perfection of Juryam’s creation. Those unchosen who are further rejected by Morygan shall descend into the Underworld and accompany Lodeys and His Creations in the darkness.

The Followers of the Gods

Spoiler:

The Nordye Pantheon is worshipped as a whole throughout Gallidorne, with temples and cathedrals to Portya and Wodeyn in most towns and cities. Shrines to the other Gods usually fill nooks or arches in these temples, allowing worship of these gods when one needs a more particular favor or wishes to venerate or show gratitude towards one of the Mother and Father’s children. Most temples include library shrines to Lodyes separated from the main hall, acknowledging The Trickster while also appreciating his separation from the Heavens. No temple in Gallidorne includes shrines to Fregyrd or Frery.

Hearth Shrines are common in many households, usually with a larger representation of the Mother and Father and a smaller symbol or statuette of a God relevant to the household’s primary concerns. Sygurd is by far the most commonly worshipped household God, and prayers for fertility and happiness are commonplace among Hearth Shrines.

Alhayndro (al-hAn-drO)
The Archer
God of War and the Hunt
Commonly worshiped by hunters and warriors, Alhayndro is portrayed as a mighty hunter whose legendary prowess and valor impress even the other Gods. Alhayndro’s tales grow taller with each telling, and many great stalkers and warriors owe their inspiration to these tales.

Borimyr (bOr-i-mEr)
The Keeper
God of Valor and the Heavens
Borimyr, like his brother, is worshiped by those, especially warriors of noble birth, who aspire to greatness. His message of Heavenly blessings is meant to inspire people to do great things in service and veneration of the Gods.

Fregyrd (frA-gErd)
The Spoiler
God of Monsters and Corruption
Fregyrd is worshipped in darkness and secrecy by the monsters her spawned and those who reject Godly notions of righteousness and community. Those whose bitter hearts reject the faiths of man and seek their own road to power often turn to Fregyrd’s example.

Frery (frA-rE)
The Devourer
Goddess of Dragons and Destruction
Frery, like her brother, is worshipped by those who decry the justice of the Gods. Unlike her clever brother, however, Frery is all about power for its own sake. She is the strongest proponent of taking revenge against the Gods. Those who venerate Frery believe in taking what they can and holding onto it by any means necessary.

Gyldor (gEl-dOr)
The Lord of the Sun
God of Light and Life
Gyldor shines the light of the sun onto the world, breathing life into all the creatures of the world. Gyldor has grown more rigid since his sister’s seduction, and has taken to a more cautious cycle, both lighting and resting for much shorter periods than in ancient times. Over time, duty and caution have taken over what was once pride and joy. Still, Gyldor is loved by those who live off the land, who fear the dark, and whose duty it is to shine the light of truth into the ugly, dark corners of the world.

Juryam (jUr-E-am)
The Maker
God of the Forge and Invention
Juryam is loved by Dwarves, Gnomes, and craftsmen of all races. He has been forged into a stronger God by the mistakes of the past, and the hopes and dreams of the future. Inventors, smiths, engineers, and craftsmen of Gallidorne all carry symbols or adorn their forges with tokens to The Maker.

Lodeys (lO-dAs)
The Trickster
God of Treachery and the Underworld (Formerly Magic and Knowledge)
Most of those who openly worship The Trickster venerate the image of Lodyes as the keeper of knowledge, the scholar, and the bringer of enlightenment. All whose hearts have turned towards revenge or jealousy seek Lodeys’ guidance; after all, he succeeded. Sure, he got caught after the fact, and The Mother and Father sent him to The Underworld, but now he’s there, running the place and without interference of mom and dad. Maybe that’s what he wanted all along.

Lunya (lUn-E-a)
The Lady of the Moon
Goddess of Mysteries and Secrets
Lunya is a Goddess of Duality. On the one hand, she is worshipped by those seeking to hide secrets and on the other, those who seek to understand and solve mysteries. She was weak enough to fall prey to Lodyes’ magical seduction, but strong enough to break the enchantment and report his crime. She gives both light and shadow to the world. Her worshipers are many and varied, and no one with wisdom fully trusts those with shrines to Lunya on their hearths.

Morygan (mOr-E-gan)
The Claimer
Goddess of Nature and Death
Morygan is loved and feared by most. She is all that is good, and also all that is harsh, cold, and unforgiving in nature. Under Lodyes’ influence, she set the cycle of death and decay upon the world she once gave life and prosperity to. Unlike Lunya, she has never shown remorse for the choices she made, and has insisted that the cycle continue. Those who refuse to respect the beauty, wonder, and danger of nature earn her wrath. Those that despoil nature or try to turn against the course of nature can be doomed to the Underworld.

Portya (pOr-tE-a)
Mother of All
Goddess of Dreams and Visions
Portya is mother, protector, and nurturer. She sees the future and guides sentient life through dreams and visions. She was all there was before there was time, and all things may one day return to her. She has captured the heart of a foreign God, and made him King among the Gods. To deny her is to deny all that is, all that was, and all that one day shall be.

Sygurd (sE-gird)
The Peacemaker
God of Beauty and Love
Sygurd is art, beauty, love, creation, justice, and family. He is all that is good in the world and in the Heavens. He even extends his love to Lodeys and the Underworld, although they reject it. Any who love worship Sygurd by that fact alone. Those that create beauty, who have children, who love one another, venerate Sygurd’s perfect love. He is The Peacemaker, having calmed his Father’s ire and brokered the agreements of Gods. He is worshipped by those wishing to create great works of beauty, those who want families, those seeking love, and diplomats and kings seeking peaceful solutions to their troubles.

Wodeyn (wO-dAn)
Father of All
God of Wisdom and Nobility
Wodeyn is the Father of the Gods. He is the King of the Nordye, the lover of Portya, and the center of the World. Before he came, the world was an ever-changing storm of dreams, visions, and possibilities. He brought focus and reality to that storm, forging the World by exerting his will on Portya. He is worshipped by all who wish to follow the Nordye, most especially by the Nobility of Gallidorne, who seek to venerate his will and wisdom and create a Kingdom matching their vision.

Emir Hor De’Luc El’Quat

Spoiler:

The Hobgoblins of the HorQuat Emirate do not worship the Nordye Pantheon. Rather, they practice a Path of Enlightenment espoused by Emir Hor De’Luc El’Quat. The Emirate was established by Emir El’Quat over 500 years ago, and the Hobgoblins claim that the same Emir Hor De’Luc El’Quat rules them today, having obtained perfection through the Path of Enlightenment and perfection of the body and mind. While most find this claim ridiculous, knowing that Hobgoblin lifespans rarely stretch to the hundred year mark, none can deny that the Hobgoblins’ lifespan has expanded over those 500 years.

The Path to Enlightenment teaches discipline of the body and mind, reaching towards a perfect unity of thought and action. The Emir has studied the martial arts brought from foreign lands by the Tengu towards this purpose, and spreads these teachings as part of the Path to Enlightenment.

The Emir has declared Orcs to be incapable of this discipline, and has authorized their slavery as lesser beings to be treated no differently than one would treat any other beast of burden. “If they cannot be Enlightened, they can serve the Enlightened. It is a kindness we will allow them.”

The Elves of Aeroupe are not given that kindness, and are hunted mercilessly in the Emirate, due to ancient hatred between the two races. Some followers of the Norde Pantheon have speculated that Emir Hor De’Luc El’Quat is a guise of Lodeys or at the very least under his influence, and seeks to exterminate the Elves due to lingering feelings of betrayal. His seeming immortality only fuels these rumors.

The neighboring countries to the Emirate look with fear towards the possible future wherein the Emir decides they are incapable of Enlightenment.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Didn't see a thread for this, so here goes:

Page 9 left column, first full paragraph eliminate the phrase "per level" twice in the last sentence.

page 41 eliminate Slayer(Ex) class ability (or change it to something that makes sense with the changes to judgements)

page 41 under True Judgement eliminate the sentence: "Once the attack is made, all of the bonuses from the inquisitor's judgements reset to those granted on the first round (although the slayer judgement remains at the maximum bonus)."

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

I understand Saern needs a new hoard, and Danny"Tertoth"Shirley offered to start with a severely used sword.

I'm offering some fuzzy crit dice and an Everful Bag of Edible Nuts...

What you got for Saern, man?

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

I was justr listening to Erik's Games U Keynote speech, and at one point he mentions that publishers are attempting to find a way to figure out a way to sell pdfs in b&m stores, and that the concern was "being on the hook for thousands of free pdfs". My instant thought, working for a retailer that sells (among other things, of course) pin numbers for cell phones, is that you should learn & follow the model of these companies. Whatever method they use for generating pin#s seems to be working for them.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

[img]http://paizo.com/image/splash/PathfinderSociety.jpg[/img]

Seeking players for Pathfinder Society Scenarios played using OpenRPG

Details will be on this forum as they get fleshed out.

Current plans are to play beginning at 6pm EST on Tuesday Nights.

You will need:

To read and become familiar with The Guide to Pathfinder Society Organized Play

To Click on the Link on this page to Join Pathfinder Society if you haven’t already. All players must arrive with a Pathfinder Society Number and legal Pathfinder Character (You can also click on another link on that page to register your character.)

Unless you have a way of getting your chronicle sheets from prior games to me (scanned images are acceptable), you must create a new society character to play in these games. I will be scanning and emailing chronicle sheets to players, and will report the events online within 2 days of the scenario.

Pathfinder Core Rulebook (hard copy or pdf) AND/OR the Pathfinder Reference Document

In order to play, we need a minimum 4 players (max 6 for time reasons) each time we play. The nice thing about PFS is that we won’t need the same 4 people all the time, so I’d like to get a big pool of players together , and the first 4-6 to show up will get to play. I will be running low-tier adventures to start, so it’s a great way to get new characters a few adventures under their belts before hitting the convention.

If there’s a group of players looking to play specific scenarios who can get their sheets scanned in, let me know and we can try to set something up that way as well.

Also, anyone interested in sharing GMing and opening this up to other nights/times, let me know and we can try to work out scheduling/chronicle sharing details.

Stratton aka Reckless

strattonel at yahoo dot com

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

VANGUARD
Masters of the front line, dedicated to protecting those who follow, the vanguard never shrink from a fight. These brave few don armor and shields to wade into battle, bringing the fight to the enemy. The vanguard protects his allies and himself through skillful use of his shield and armor.

Role: Vanguards are front line fighters who can support close allies in several different ways. When forced to move in a tight group, there is no better ally than a vanguard, who can protect those who stay close to him. Vanguards are also often signed to perform escort or bodyguard services for people of high standing or import.

Alignment: Any

Hit Die: d12

Class Skills
The vanguard’s class skills are Climb (Str), Craft (Int), Knowledge (Dungeoneering) (Int), Knowledge (Engineering) (Int), Perception (Wis), Profession (Wis), and Sense Motive (Wis).

Skill Ranks per Level: 2 + Int modifier

Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +1 +2 +0 +2 Bonus feat
2nd +2 +3 +0 +3 Uncanny dodge
3rd +3 +3 +1 +3 Bonus feat, Shield allies
4th +4 +4 +1 +4 Armor training 1
5th +5 +4 +1 +4 Bonus feat
6th +6/+1 +5 +2 +5 Vanguard protection
7th +7/+2 +5 +2 +5 Bonus feat, Under my protection
8th +8/+3 +6 +2 +6 Armor training 2
9th +9/+4 +6 +3 +6 Blood brothers, Bonus feat
10th +10/+5 +7 +3 +7 Vanguard protection 2
11th +11/+6/+1 +7 +3 +7 Bonus feat, Improved uncanny dodge
12th +12/+7/+2 +8 +4 +8 Armor training 3
13th +13/+8/+3 +8 +4 +8 Bonus feat
14th +14/+9/+4 +9 +4 +9 Vanguard protection 3
15th +15/+10/+5 +9 +5 +9 Bonus feat
16th +16/+11/+6/+1 +10 +5 +10 Armor training 4
17th +17/+12/+7/+2 +10 +5 +10 Bonus feat
18th +18/+13/+8/+3 +11 +6 +11 Improved shield allies, Vanguard protection 4
19th +19/+14/+9/+4 +11 +6 +11 Bonus feat
20th +20/+15/+10/+5 +12 +6 +12 Armor mastery

Class Features

All of the following are class features of the vanguard.

Weapon and Armor Proficiency: A vanguard is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and with shields (not including tower shields.)

Bonus Feats: At first level, and every odd level thereafter, a Vanguard gains a bonus feat in addition to those gained from normal advancement. The vanguard must meet all prerequisites when choosing a bonus feat. The feats the Vanguard may choose from are: Double Slice, Greater Overrun, Greater Two-Weapon Fighting, Greater Weapon Focus, Improved Overrun, Improved Shield Bash, Shield Focus, Shield Master, Shield Slam, Spellbreaker, Step Up, Strike Back, Toughness, Two-Weapon Fighting, Two-Weapon Rend, and Weapon Focus

Uncanny Dodge (Ex): At 2nd level, the vanguard gains the ability to react to danger before she would normally be able to. She cannot be caught flat-footed, even if the attacker is invisible. She still looses her Dex bonus if immobilized or if her opponent successfully uses the feint action against her.
If a vanguard already has uncanny dodge from another class, she automatically gains improved uncanny dodge (see below) instead.

Armor Training (Ex): Starting at 4th level, a vanguard begins to master maneuvering in armor. The vanguard reduces the armor check penalty of armor she is wearing by 1 (minimum 0) and increases the maximum Dex bonus allowed by the armor by 1. Every 4 levels, these benefits increase, to a maximum penalty reduction and Dex bonus increase of 4 at 16th level.

Shield Allies (Ex): Beginning at 3rd level, when wearing a shield, the Vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to half of the Vanguard's shield bonus. This ability does not function if the Vanguard is denied his Dex bonus.

Vanguard Protection (Ex): The Vanguard can shield an adjacent allies from an area affect spell or ability, taking the brunt of the damage herself. The Vanguard automatically fails her save when using this ability. At 6th level, one ally may be shielded. At 10th level and every 4 levels thereafter, a Vanguard may shield an additional adjacent ally. Allies protected take half damage on a failed save and no damage if they make their save.

Under My Protection (Su): Starting at 7th level, as a standard action, a Vanguard can declare a willing target to be under her protection. This forms a supernatural bond between the Vanguard and the target. Anyone attempting to attack the target must succeed in a Will save or attack the Vanguard instead. This is a mind-affecting supernatural effect. A Vanguard may have only one target under her protection at any given time. The effect is dispelled if the Vanguard and the target are more than 30' from each other.

Blood Brothers (Sp): Beginning at 9th level, a vanguard can perform a ritual with a willing ally as a full round action that causes 1 point of nonlethal damage to both the vanguard and his ally. The ally is then protected as if by an extended shield other spell cast at the vanguard's level. A vanguard may perform this ritual once per day per 4 levels.

Improved Uncanny Dodge (Ex): Beginning at 11th level, the vanguard cannot be flanked. This defense denies a rogue the ability to sneak attack by flanking unless the attacker has at least four more rogue levels than the target has levels in this class.
If a character already has uncanny dodge from another class, those class levels stack with this one to determine the minimum rogue levels needed to flank the character.

Improved Shield Allies (Ex): At 18th level and higher, when wearing a shield, the vanguard can protect adjacent allies, giving them a shield bonus to their AC equal to the vanguard's shield bonus. This ability does not function if the vanguard is denied his Dex bonus.

Armor Master (Ex): At 20th level, a vanguard gains DR 5/- whenever he is wearing armor or using a shield.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

• Pathfinder Chronicles: Seekers of Secrets—A Guide to the Pathfinder Society (PFRPG)
Paizo Publishing, LLC
Preorder - expected October 2009 (subscription copy) 1

Is apparently holding up the other two items. I really want them sooner rather than later, so if you would be so kind as to sidecart it and send the other two items like I've seen you do for others, I would greatly appreciate it. Thank you.

Stratton Liberty

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Here's a thread for those of without the PF RPG to b!$$* and moan until we get it. Sort of a negative support group.

Rulez.

1) Only people without the book can post

2) Tell us your name and story

3) Once you have the book, GET OUT!

I'll start:

Hi, My name is Reckless (HI RECKLESS!) and I've been without the PFRPG for -2 days.

It all started when I ordered a bunch of stuff on sale back in July. This stuff was added to my July shipment per my request, taking advantage of Paizo's great combined shipping options (THANKS PAIZO).

What I didn't know is that some of the stuff I ordered from Paizo's distributor clearance sale would become a gigantic trap. That's right, CR 12 deadly acidic pit trap.

My July shipment fell into the trap and failed its reflex save. I got the "shipping soon" email and that's the last I heard from it until the August shipment found its remains in the trap and emailed me to say it was going to pull it out and that from there they would journey together and meet me soon.

August's decription of July showed that the acid had eaten away the sale prices on some of July's armor. I contacted the mighty Customer Service gods and they rebuffed the armor back to saley goodness.

Unfortunately, while August was pulling July out of the pit, July, pulled down by the weight of the missing item from the distributor, yanked August into the same pit.

Not having heard from the JulyAugust group that they were definitely on their way, and hearing from fellow Venture Captains that their girl Augusts had made it in alive, I decided to query the CS Gods again, and received a quickened message letting me know about the trap and offering various different godly options for removing the travellers from the trap. I opted to cut the rope tieing the pair to the distributor, allowing them the ability to climb out of the pit.

Unfortunately, while stewing in the pit, July's armor has once again rusted and the sale prices have fallen once more. I know I can count on the mighty CS gods to fix the problem, but meanwhile, I'm taking a trip and will probably not be here when my travellers arrive at HQ. I can imagine their confusion, locked outside the doors after such a long, harsh journey. I've hired a page to keep an eye out for them and unlock the door so they can wait in the shelter of the HQ until my return journey.

A harrowing tale I know. My only consolation is that by day 0, I will have the shiney PFRPG in my hand, and will no longer be able to post in this thread. My journey takes me to the fabled In'diana-polis, where treasures await.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Hi guys.

I have a rather large order, which seems to include two months worth of stuff as well as several sale-based purchases and the PF RPG. It had to be fixed back to the sale prices, and this was done on Aug. 1st.

It's still pending.

This means I haven't got stuff I should have had last month, and I don't seem to be getting the stuff I should be getting this month. Actually, stuff I should be getting on or around the 13th, since it is being delayed by the PF RPG.

My question, I guess, is: "Is there something else holding this order from being processed, and how can it be fixed if so?"

I know there are some delays due to the vast amount of PF RPG preorders going out, and if that's the case for this order, I can (begrudgingly) accept that (even though it means there's no way this stuff will arrive by the 13th.)

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

paizo customer service wrote:


Dear Stratton,

Thank you for your continuing support of Pathfinder Adventure Path!

In the next week or so, we're expecting to ship the next volume of your subscription.

When it ships, we'll be charging a total of $249.01 to your credit card. When we charge your card, you'll be given access to a free PDF edition of the product, and we'll also send a confirmation email to let you know that it has shipped.

Note: The PDF for Pathfinder Roleplaying Game Core Rulebook (OGL) Hardcover will not be available until August 13.

If you have any questions or concerns, please let us know. Thanks!

Paizo Order #1194112, submitted August 1, 2009 at 07:58 PM (US/Eastern).

The order contains the following items:

1 x Starblazer Adventures -- The Rock & Roll Space Opera Adventure Game Print Edition @ 42.46 = $42.46
Status: Moved from order 1203778
1 x Big Eyes Small Mouth: Advanced d20 Magic (d20)~ @ 25.46 = $0.00
Status: Cancelled July 24, 2009 at 08:52 PM (US/Eastern); Moved from order 1203594
1 x Knights of the Dinner Table Mini-Series #1/3 @ 2.54 = $2.54
Status: Moved from order 1203778
1 x Knights of the Dinner Table Mini-Series #2/3 @ 2.54 = $2.54
Status: Moved from order 1203778
1 x Knights of the Dinner Table Black Hands #2 @ 2.54 = $2.54
Status: Moved from order 1203778
1 x Pathfinder Roleplaying Game Core Rulebook (OGL) Hardcover @ 42.49 = $42.49
1 x GameMastery Map Pack: Tournament @ 11.04 = $11.04
Status: Moved from order 1202474
1 x The Anubis Murders (Trade Paperback) @ 11.04 = $11.04
Status: Moved from order 1202474
1 x Pathfinder Adventure Path #24: "The Final Wish" (Legacy of Fire 6 of 6) (OGL) Print Edition @ 13.99 = $13.99
1 x Pathfinder Adventure Path #25: The Bastards of Erebus (Council of Thieves 1 of 6) (PRPG) Print Edition (preorder) @ 13.99 = $13.99
1 x Pathfinder Chronicles: Legacy of Fire Map Folio Print Edition (preorder) @ 12.74 = $12.74
1 x Pathfinder Companion: Qadira, Gateway to the East (PFRPG) Print Edition @ 9.34 = $9.34
1 x Pathfinder Companion: Cheliax, Empire of Devils (PFRPG) Print Edition (preorder) @ 9.34 = $9.34
1 x Pathfinder Module J5: Beyond the Vault of Souls (OGL) Print Edition @ 11.89 = $11.89
1 x Pathfinder Module: Crypt of the Everflame (PFRPG) Print Edition (preorder) @ 11.89 = $11.89
1 x GameMastery Flip-Mat: Mountain Pass @ 11.04 = $11.04
Status: Moved from order 1202474
1 x Dungeons & Dragons -- Forgotten Realms: Serpent Kingdoms Hardcover @ 22.99 = $22.99
Status: Moved from order 1203594

Subtotal (16 Items): $231.86
Shipping & Handling: $17.15
-----------------------------------
Order Total: $249.01

Before this was.....[corrected, sorryu, I previously double posted the same order#]

paizo customer service wrote:


Dear Stratton,

Thank you for your continuing support of Pathfinder Adventure Path!

In the next week or so, we're expecting to ship the next volume of your subscription.

When it ships, we'll be charging a total of $126.99 to your credit card. When we charge your card, you'll be given access to a free PDF edition of the product, and we'll also send a confirmation email to let you know that it has shipped.

If you have any questions or concerns, please let us know. Thanks!

Paizo Order #1194112, submitted July 22, 2009 at 04:30 PM (US/Eastern).

The order contains the following items:

1 x Starblazer Adventures -- The Rock & Roll Space Opera Adventure Game Print Edition @ 42.46 = $42.46
Status: Moved from order 1203778
1 x Big Eyes Small Mouth: Advanced d20 Magic (d20)~ @ 5.99 = $5.99
Status: Moved from order 1203594
1 x Knights of the Dinner Table Mini-Series #1/3 @ 0.60 = $0.60
Status: Moved from order 1203778
1 x Knights of the Dinner Table Mini-Series #2/3 @ 0.60 = $0.60
Status: Moved from order 1203778
1 x Knights of the Dinner Table Black Hands #2 @ 0.60 = $0.60
Status: Moved from order 1203778
1 x GameMastery Map Pack: Tournament @ 7.00 = $7.00
Status: Moved from order 1202474
1 x The Anubis Murders (Trade Paperback) @ 7.00 = $7.00
Status: Moved from order 1202474
1 x Pathfinder Adventure Path #24: "The Final Wish" (Legacy of Fire 6 of 6) (OGL) (preorder) @ 13.99 = $13.99
1 x Pathfinder Companion: Qadira, Gateway to the East (PFRPG) Print Edition @ 9.34 = $9.34
1 x Pathfinder Module J5: Beyond the Vault of Souls (OGL) Print Edition @ 11.89 = $11.89
1 x GameMastery Flip-Mat: Mountain Pass @ 7.00 = $7.00
Status: Moved from order 1202474
1 x Dungeons & Dragons -- Forgotten Realms: Serpent Kingdoms Hardcover @ 5.99 = $5.99
Status: Moved from order 1203594

Subtotal (12 Items): $112.46
Shipping & Handling: $14.53
-----------------------------------
Order Total: $126.99

The problem being,

1202474 Jul 1, 2009 GameMastery Map Pack: Tournament (moved to order 1194112) Pending $0.00
The Anubis Murders (Trade Paperback) (moved to order 1194112) Pending
GameMastery Flip-Mat: Mountain Pass (moved to order 1194112) Pending

was the $7 sale, and now these items are jacked up.

Also,

1203594 Jul 3, 2009 Big Eyes Small Mouth: Advanced d20 Magic (d20) (moved to order 1194112) Cancelled Jul 24, 2009 $0.00
Dungeons & Dragons—Forgotten Realms: Serpent Kingdoms Hardcover (moved to order 1194112) Pending

these were part of some kind of clearance sale... fine that BESM:d20 magic is cancelled, but the cost on Serpent Kingdoms is WAY higher than when I ordered it.

AND

1203778 Jul 16, 2009 Starblazer Adventures—The Rock & Roll Space Opera Adventure Game Print Edition (moved to order 1194112) Pending $0.00
Knights of the Dinner Table Mini-Series #1/3 (moved to order 1194112) Pending
Knights of the Dinner Table Mini-Series #2/3 (moved to order 1194112) Pending
Knights of the Dinner Table Black Hands #2 (moved to order 1194112) Pending

was also part of some kind of clearance sale, and (the comics)have also been jacked up.

If I can't get these items at the price they were when I ordered them, I don't want them.

Thanks

Stratton

(EDIT: also curious as to why they weren't shipped out with the LOF 6 of 6, as I was first notified. Kind of glad they weren't because I assume I'll save something on postage with it all going out together.... but, curious nonetheless.)

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

You had to listen to KaeYoss? Had to go- "eh, good idea, but let's make it even Sevener "
Are you trying to create more Sebastian-sized egos on these boards?

Seriously though, you got me to buy the 3 out of 7 I didn't already own. Thanks for rollin' with the crazy.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Equipment Page

and

Magic Armor

I like the border, but there does seem to be a lot of it. Equipment is 1 chapter earlier now. I like the dark highlights around the armor names....

Oh yeah, nice re-use of item card art.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Sign up Here.

The Fate of Falcon’s Hollow

(Adaption of Gamemastery Modules D0, D1, E1, and D1.5 to Pathfinder RPG)

A Pathfinder (Beta Playtest Edition) Game

“The Town of Falcon’s Hollow
A rough community wholly owned by the
local Lumber Consortium, Falcon’s Hollow
rests on the edge of Darkmoon Vale, a blunt,
sawdust-choked stop on a winding trade
route. Home to fewer than 1,500 humans
and a smattering of other races, most of
the townsfolk care only for the paltry coins
paid for their backbreaking work and what
simple comforts they can buy. A few, however,
understand that what’s bad for one is
bad for all, and so the community thrives on
a tenacious mix of greed, debauchery, and
stubborn self-reliance.”

“The Affliction
…Several dozen people
in Falcon’s Hollow have
contracted a fungal
disease called blackscour
taint. While the
malady is not exceptionally
deadly, poor
conditions and a
general lack of supplies
mean that many
of the sick—especially
the elderly and
young—face mortal
consequences. Slowly
deteriorating, most of
the afflicted can hang on
for several more days, but
already the weakest have succumbed, with
their number growing daily.”

-From D0, Hollow’s Last Hope

When: Saturday Nights, 6pm-10pm EST (GMT-5)

Character Creation: 1st level, Heroic Level Stat Purchase, Good Alignments only, 2 (free) Traits.

4-5 Players Needed

Pathfinder Beta available for free at http://paizo.com/pathfinderRPG

Traits listed from http://www.paizo.com/traits (modified as necessary for Pathfinder from 3.5)

Updated Paladin Class found at http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/design/clericDruidPaladin/designFocusPaladinUpgrade1jb9d

Updated Animal Companion information here http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/design/clericDruidPaladin/designFocusAnimalCompanions

Magic adendum here https://secure.paizo.com/download/pathfinder/PZO1110AE-MagicItemsWeb.zip

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

I was sent Dungeon Issue #131, when I ordered Issue #130. Please send me Issue # 130. Let me know if you want the 131 back.
Thanks,
Stratton Liberty

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Proposal: Pull Concentration out of Spellcraft, and make it a Will Save.

Pro: Casters have Good Will Saves.
Pro: It makes more sense for non-casting/magic aspects of Concentration Checks

Con: have to re-scale the DCs to match Saves instead of Skill Ranks, which are usually much higher.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

I seem to have pre-ordered the PF Bestiary twice. Please delete this order. Thank You.
Stratton

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Last year at GenCon, PFS launched year 0 and you guys needed volunteers to run, offering multiple incentive packages. This year will hopefully be even huger with year 1, PF RPG, etc. I had the pleasure of attending the PFS panel at Origins, but did not get to attend GenCon.

I know you probably haven't worked out any details yet, but I want to make sure something similar is in the works for this year's GenCon. I've requested the time off from work, and want to spend the entire weekend "working" with you guys.

Thanks,

Stratton

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

This one's just to say thanks for a scence I'll remember for years to come.

I'm running RoTRL for family & friends, using the Pathfinder playtest materials (now into beta stage) and the clocktower scene is afoot.

The Cast:

Adenian Male Elf Bard 6 played by Robbie
Iloryn Female Elf Wizard 6 played by Cheryl
Milva Female Half-Orc Rogue 6 NPC/Guest PC, played this night by Julie
Nuna Female Shoanti Fighter 6 played by Jen
Runik Male Dwarf Druid 6 and his Ape companion played by Corey
Shalise Female Varisian Cleric of Desna 6 played by Dorene
Talue Female Elf Rogue 6 played by Gwen

preface one: I've used the journal entries made by another friendly neighborhood board member somewhere around here. With the bard's knowledge skills, they determine that their enemy has sorcerous power with access to clerical spells,and will probably be difficult to hurt with magic. They decide to beef up Nuna with as many long duration spells as they can before they go in.

preface two: I slipped up and had Ironbriar's ledger let them (and the mayor) know about the planned hit before they went into the clocktower, and they spent a week and a half or so spending the cash and having Iloryn magic up their armor and/or weapons. This also gave Xanesha time to have her Faceless goons rig another bell and do some research on the party. Xanesha knows who she's up against, and is familiar with the party’s tactics to date.

The party sneaks into the clocktower, only to be spotted by the Scarecrow. About half the party sees it as well, and a surprise round ensues. The Scarecrow does minor damage before being dispatched. But enough noise has been made that the Faceless Ones above drop one of the bells on the deceased scarecrow and a few hapless party members. The party knows their secrecy is blown, and a few of them hear casting above. They debate the merits of fleeing and allowing the Mage Armor spell they heard and any other buffs Xanesha may be planning run out before re-engaging her. The consensus is that as a Sorcerer, she could probably just cast them again and the party may run out of buffs before she does. As they argue, the Faceless Ones drop another bell.

Seeing the crumbling staircases, they decide to try a more direct route, and Runik summons 2 Hippogriffs to fly the party up to the rafters above, keeping their flight path out from below the 2 remaining bells. The Hippogriffs can carry 2 party members each trip, so Nuna, Milva, Runik, and Talue are carried up on the first go, and Iloryn and Adenian will be brought up on a second trip. Shalise levitates the Ape while he holds onto her, making her the slowest member up the tower.

With the first four up on the rafters facing down the Faceless Ones (who appear as Lord and Lady Foxglove and Justice Ironbriar,) they realize two things. First, if they want to move or fight, they will be making balance checks. Second, one of the spells they didn’t hear cast was Silence.

Milva and Talue(who is ALWAYS high in the initiative order) move to attack the Faceless Ones. Then, just before Nuna can move, Xanesha appears before her, eyes glowing green. Nuna turns to stone (Nat 1 on the Fort Save- all buffs completely useless.) Runik, terrified of falling, opts to stand very still (Corey was completely put off from his usual summoning tactics and decided there was nothing he could do. Poor choice, but I had a game to run and other people who felt like doing things.) The Hippogriffs drop off Iloryn and Adenian.

Talue attempts to attack Xanesha while Milva fights off Lord Foxglove. Xanesha shoves Nuna off the rafters. Iloryn jumps down after her, and when out of range of silences, casts feather fall on both herself and Nuna. While Runik backs up slowly, his Hippogriffs each grab a Faceless one and drop a few feet. Adenian attempts to disarm Xanesha with his whip, failing spectacularly.

Xanesha now turns her attention to Talue, dropping her like a bad habit. Iloryn, still falling, casts Feather Fall on the dying Rogue. The Ape and Shalise catch her and grab onto some railings to pull themselves over to the stairs. The Hippogriffs disappear, and the Faceless Ones plummet to their deaths. Milva is struck by the last remaining Faceless One and –oh oh- it’s a Crit. We use the Critical Hit Deck, and it is not kind to Milva. Cut across both eyes, she is now blinded. In revenge, Adenian finishes off the last Faceless One with a successful trip off the Rafters. Milva, a very experienced sailor, decides to drop and hug the rafter for dear life. She can’t hear, she can’t see, and she’s pretty sure she’ll be dead very soon. Shalise heals Talue, bringing her back from the brink, while the Ape clings to a crumbling corner of the staircase. Runik realizes that Wild Shape is a Supernatural Ability unaffected by Silence and transforms into asmall air elemental.

Xanesha moves on to Adenian, finishing him quickly and bloodily. Runik flies and catches his broken, lifeless body in a whirlwind. Iloryn casts fireball at the far wall away from Milva, catching Xanesha in the blast, but failing the Spell Resist roll. The rafters are now on fire.

Xanesha flies down to where Shalise, Talue, and the Ape are, and amused look on her face. Shalise tries to attack her, failing. The Ape doesn’t do any better. Iloryn looks about the tower, trying to determine what it would take to bring the whole damn thing down. She makes a reasonably good Knowledge Engineering roll, finding an appropriate beam. Runik flies Adenian’s body down to a “safe” perch on the staircase.

Xanesha alternates between throwing killing strokes “Didn’t I already kill you?” at Talue and mockingly slapping Wisdom drain on Shalise “Aren’t you the Cleric?” Iloryn casts Shatter on a very important support beam. It is determined that the tower will collapse at the end of three rounds.

Round One: Shalise takes more Wisdom drain, and her and the Ape Jump down, not taking enough damage to kill them. Nuna comes back to the flesh and moves to clear the building. Milva, feeling the heat up on the rafters, begins crawling towards the ladder she saw earlier.

Round Two: Xanesha floats down as the tower crumbles around her. Iloryn prepares to keep her from escaping, no matter the cost.
Shalise prepares to recue Iloryn. Nuna uses a magic item to Enlarge Person on herself and the Ape joins her in blocking the entrance. Runik, now outside the upper area of the tower, searches frantically for Milva, who has climbed up into the clock’s gearwork room. He spots a hole big enough and begins casting a summon.

Round Three: Xanesha realizes the tower’s collapse is imminent and casts Dimension Door. Iloryn attempts to interrupt by using her Hand of the Apprentice lonsword strike, but misses. Shalise grabs Iloryn and uses her Travel Domain Dimension Hop ability to get them out of the building. Runik finsishes summoning his Hippogriff, which grabs Milva as he reassures her “It’s me, I’ve got you.” The Hippogriff flies out of the crumbling building with Milva in tow.

And the Tower falls.

Nuna, itching for blood, spots Xanesha (who at this point has taken so little damage and done so much in return that she overconfidently DDed to the street level) and charges her. Xanesha returns the attack, doing similar damage to Nuna in return. The ape runs away. Shalise runs away. Runik, not even seeing the combat, flies away with Milva towards the temple of Desna, hoping the others have survived and will join him. (At this point, Jen is so pissed at everyone for running away she is in tears… sigh.)

Nuna and Iloryn remain to face Xanesha without the rest of the party. And they successfully drive her away, although she escapes by flying and turning invisible.

She’ll return… but as of right now, Runik is retiring, and Adenian and Talue are dead and buried in the rubble of the clock tower.

Joining the party will be a Scout from Nuna’s Shoanti Tribe (Corey), Milva’s sister Grizla (Gwen), a Half-orc Barbarian, and another unknown person (Robbie)…. Although Cheryl is trying to work something out where she takes over Runik and Robbie takes over Iloryn to keep more of the same people in the party….

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

In our ROtRL PFRPG Beta Playtest session yesterday, a situation came up where a player used Great Cleave to get rid of the images from a Mirror Image spell and attack the spell’s caster.

Feat: Great Cleave
You can strike a number of adjacent foes with a single
mighty swing.
Prerequisites: Str 13, Cleave, Power Attack, base attack
bonus +4.
Benefit: As a full-round action, make a single melee attack
against a foe within reach. If you hit, you deal damage
normally and can make an additional attack (at the same
bonus) against a foe that is adjacent to the previous foe and
within reach. If you hit, you can continue to make attacks
against foes adjacent to the previous foe, so long as they
are within your reach. You cannot attack an individual foe
more than once in a round with this feat.
Spell: Mirror Image
School illusion (figment); Level bard 2, sorcerer/wizard 2
Casting
Casting Time 1 standard action
Components V, S
Effect
Range personal
Target you
Duration 1 min/level
Description
This spell creates a number of illusionary doubles of you that inhabit
your square. These doubles make it difficult for enemies to precisely
locate and attack you.
When mirror image is cast, 1d4 images plus one image per three caster
levels (maximum eight images total) are created. These images remain in
your space and move with you, mimicking your movements, sounds, and
actions exactly. Whenever you are attacked or are the target of a spell that
requires an attack roll, there is a possibility that the attack targets one of
your images instead. If the attack is a hit, roll randomly to see whether
the selected target is real or a figment. If it is a figment, the figment is
destroyed. If the attack targets you and misses by 5 or less, one of your
figments is destroyed by the near miss. Area spells affect you normally
and do not destroy any of your figments. Spells and effects that do not
require an attack roll affect you normally and do not destroy any of your
figments.
An attacker must be able to see the figments to be fooled. If you are
invisible or the attacker is blind, the spell has no effect (although the
normal miss chances still apply).

With pure Rules as Written, we come up with several issues with using Great Cleave to get rid of the figments. One, the figments occupy the same square, not adjacent ones. Two, the statement “You cannot attack an individual foe more than once with this feat.”

The player’s argument: A) Should smaller foes piling into the same square negate the use of this feat? B) It doesn’t grant my character multiple attacks on the same foe, since only one attack is directed at the real spellcaster, and the rest are directed at the figments.

And the “coolness” arguments C) My character spent a lot of time (RE: Feats) developing this feat and I want her to be able to use it. D) It’s in keeping with the “feel” of Great Cleave.

Extenuating circumstances: The party was down to 2 members fighting the spell-caster, with 2 others dead and 2 having fled. Both the Spellcaster and the Fighter were at near full health and had lots of options open to them, but the spellcaster was mathematically going to kill the two party members left if the Fighter had to wade through six figments (at two a round) while the spellcaster got three swipes a round on the fighter.

Spoiler:
that’s right, Xanesha.

In-game call: Yes, Great Cleave could be used, you get one of your hits.

Post Game Reclassification: In the future, I would rule that she would have to roll to hit the Spellcaster’s AC for each figment as she went’ so that if she missed in there somewhere before hitting the Spellcaster, the Great Cleave would end.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Do critical hits now score vs. Undead?

Reasoning: If Sneak Attack is finding a "weak spot", shouldn't Critical Hit bonus damage also be allowed, since you are essentially hitting the undead in its weak spot?

Can't see why this should not work if sneak attack works.

I was fine with neither one working, but if one works and the other doesn't it bothers me- and all of my players.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

I'm starting a Pathfinder Alpha/Beta OpenRPG game every other Wednesday Night.

Details and sign-Up can be found on the Open RPG Players and Gamesmaster Forum

We will be playing through "River into Darkness" and "Crucible of Chaos"

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

The fan created sheets have been pretty popular, so I thought I'd post a thread for sheets updated to Alpha 3.

I'll start here with my sheet updated. I got a little fancier with some of the fonts and added a watermark, but I also went a little more generic on class features,etc. The 3rd/4th page are for spells and notes.

I also created a 2 page/brochure style copy of the same here.

Hopefully those other (much more mad skillz) peeps will pop in here and link their sheets too.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Hi

Over in PF RPG Alpha 2 new rules, Psychic Robot started a thread about Evocation spells' damage. It got me to thinking about balancing te damage an Evoker can do with other classes whose primary goal is to damage opponents.
I'm not convinced that Pathfinder RPG should reinvent the wheel, due to backwards compatability issues. However, that doesn't mean I can't experiment with my own reimagining of evocation. So, I present below something I'd like feedback and tweaking with to see where it goes, and maybe I'll have some decent house rules by the time we're done. Thanks in advance.

To create a given (evocation) spell, choose one of the following types of effect Ball, Blast, Bolt, Chain, Cone, Ray, Split Ray, Touch, Zone. Choose from the following Energy Types: Acid, Cold, Electricity, Fire, or Sonic. Apply damage according to the following chart:
Spell Damage
Level
0 1d6+1
1 2d6+3
2 4d6+6
3 6d6+9
4 8d6+12
5 10d6+15
6 12d6+18
7 14d6+21
8 16d6+24
9 18d6+27

Ball spells affect all creatures in a sphere, and allow a Reflex Save for Half Damage. Spell Resistance Applies. The sphere is 5’ in radius at 0 level and adds 5’ radius per spell level after that.

Blast spells allow a Reflex Save for Half Damage. No Spell Resistance.

Bolt spells affect all creatures in a line effect, and allow a Reflex Save for Half Damage. Spell Resistance Applies. This line is 10’ in length at 0 level and 30’ per level of the Spell after that.

Chain Spells affect one creature at the regular damage level, and then 1 creature at the next lower damage level, then another, etc, until you drop to 0 damage level affect, and allow a Reflex Save for Half Damage. Spell Resistance Applies.

Example: A 3rd level Chain of Sound spell does 6d6+9 sonic damage to the first target, 4d6+6 sonic damage to a second target. 2d6+3 to a third target, and finally 1d6+1 to a fourth target.

Cone spells affect all creatures in a cone, and allow a Reflex Save for Half Damage. Spell Resistance Applies. Cones are 10’ per side at 0 level and add 10’ per side per level after that.

Ray spells require a ranged touch attack. No Save, but Spell Resistance Applies

Split Ray spells require a ranged touch attack. You gain one extra ray for every two steps down the damage chart you take. Split Ray spells are named by how many rays you have, ie Double ray, Triple Ray, etc. No Save, but Spell Resistance Applies

Example a 4th level Double Ray of Acid produces 2 rays which do 4d6+6 acid damage each., while a 4th level Triple Ray of Acid produces 3 rays which do 1d6+1 acid damage each.

Touch spells require melee touch attack, but can be used to channel through weapons with appropriate feats/class abilities, etc. No Save, but Spell Resistance Applies

Zone spells affect all creatures in a column, and allow a Reflex Save for Half Damage. Spell Resistance Applies. Columns are 5’ in diameter and 10’ height at level 0 and add 5’ in diameter and 10’ in height every level after that

Spell....Bolt.......Ball........Cone........Zone
Level....Line.......Sphere......Side........Column
.........Length.....Radius......Length......Diameter/Height
0........10’........5'..........10’..........5’/10’
1........30’........10’ .......... 20’ .......... 10’/20’
2........60’ ........15’ .......... 30’ .......... 15’/30’
3........90’ ........ 20’ .......... 40’ .......... 20’/40’
4........120’ ........ 25’ .......... 50’ .......... 25’/50’
5........150’ ........ 30’ .......... 60’ .......... 30’/60’
6........180’ ........ 35’ .......... 70’ .......... 35’/70’
7........210’ ........ 40’ .......... 80’ .......... 40’/80’
8........240’ ........ 45’ .......... 90’ .......... 45’/90’
9........270’ ........ 50’ .......... 100’ ..........50’/100’

Spells
Ball of [Energy] 0,1,2,3,4,5,6,7,8, or 9
Blast of [Energy] 0,1,2,3,4,5,6,7,8, or 9
Bolt of [Energy] 0,1,2,3,4,5,6,7,8, or 9
Chain of [Energy] 1,2,3,4,5,6,7,8, or 9
Cone of [Energy] 0,1,2,3,4,5,6,7,8, or 9
Ray of [Energy] 0,1,2,3,4,5,6,7,8, or 9
Double Ray of [Energy] 2,3,4,5,6,7,8, or 9
Triple Ray of [Energy] 4,5,6,7,8, or 9
Quadruple Ray of [Energy] 8, or 9
Touch of [Energy] 0,1,2,3,4,5,6,7,8, or 9
Zone of [Energy] 0,1,2,3,4,5,6,7,8, or 9

On Range: All spells except for Touch and Cone are Close Range. Spells of Medium Range drop one level in damage and spells of Long Range drop two levels in damage.

Ball of [Energy], Medium 1,2,3,4,5,6,7,8, or 9
Blast of [Energy, Medium 1,2,3,4,5,6,7,8, or 9
Bolt of [Energy], Medium 1,2,3,4,5,6,7,8, or 9
Chain of [Energy], Medium 1,2,3,4,5,6,7,8, or 9
Ray of [Energy], Medium 1,2,3,4,5,6,7,8, or 9
Double Ray of [Energy], Medium 3,4,5,6,7,8, or 9
Triple Ray of [Energy], Medium 5,6,7,8, or 9
Quadruple Ray of [Energy], Medium 9
Zone of [Energy], Medium 1,2,3,4,5,6,7,8, or 9

Ball of [Energy], Long 2,3,4,5,6,7,8, or 9
Blast of [Energy, Long 2,3,4,5,6,7,8, or 9
Bolt of [Energy], Long 2,3,4,5,6,7,8, or 9
Chain of [Energy], Long 2,3,4,5,6,7,8, or 9
Ray of [Energy], Long 2,3,4,5,6,7,8, or 9
Double Ray of [Energy], Long 4,5,6,7,8, or 9
Triple Ray of [Energy], Long 6,7,8, or 9
Zone of [Energy], Long 2,3,4,5,6,7,8, or 9

Additional thought: make a metamagic Feat to make energy spells “Energy Conjuration”, ignoring Spell Resistance.. but how many levels would that bump it? Three seems about right, same as maximize. I’m not sure…..

And also some feat or modification for Force, Positive, and Negative energy spells.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Yet another cartoon interview at wotc....
Mindflayer Looking For Thralls

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Simplicity vs. customization is a theme that has cropped up on many of the skills discussion. Another issue that has been repeated is the idea that pick up a skill at later levels suddenly makes you among the world's best at X, when you had no skill in it before at all.

Here is an attempt at a solution that allows for customization and simplification while allowing for growth that lends a bit of logic to that growth.

Replace the additional trained skills gained every other level (page 9) with "Knack". Allow all characters to choose 2 "Knacks" at first level. Make "Skill Training" a feat.

Knack
The character has a talent, hobby, or interest that he maintains without fully developing the skill.
The character gains a +2 Bonus to the skill and may use the skill as if he is trained in it. A Character may not choose a skill he is fully trained in as a Knack skill. A character may choose the same skill more than once if it is a class skill. Knack bonuses stack.

Skill Training {General Feat}
The character has spent time developing a skill to the fullest of his abilities.
Choose a skill a character has chosen as a "knack" skill. The character becomes fully trained in that skill. If it is a class skill, the character's bonus is equal to his character level+3. If it is cross-classed, the character bonus is equal to 1/2 (character level+3)

The advantage to this is that characters gains more depth, continues to grow, but has to spend a Feat to get the full-blown advantages of a trained skill.

For example:

Dworgoth, Dwarven Fighter, Int 12, can choose 3 (2+Int Bon) trained skills and 2 knacks at first level. He chooses Intimidate, Knowledge Dungeoneering), and Survival as his trained skills, and Knowledge (Engineering) and Profession (Miner) as his knack skills, flushing out his background that he came from a family of dwarven miners (sticking with cliche here just for fun).
Now, after several adventures, he has gone to 6th level.
At 2nd level, he picked up Ride as a Knack, having picked out a fine mare from the stables, naming her Molly.
At 4th level, he picks up Appraise as a Knack, because he begins to suspect the party is hoarding the best loot.
At 6th, he picks up a Perception as a Knack, since the monsters he's encountering are getting a little tricky. In addition, he acquires the Skill Training feat for Ride, since he and Molly seem to be spending a lot of time together.
So, Dworgoth has Appraise 2, Intimidate 9, Knowledge Dungeoneering 9, Knowledge Engineering 2, Perception 2, Profession Miner 2, Ride 9, Survival 9.

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Hi,

I uploaded a few character sheets to the Pathfinder Wiki I created. The first two sheets I uploaded inadvertantly left of notice that PathfinderRPG and the Pathfinder RPG logo are registered trademarks of Paizo, Inc. Could someone with editing priveleges please delete files 7 and 8 from the site.
Thank you, and I apologize to Paizo for the oversight (was eager to get the sheet available for folks like me who are starting over with the Alpha.)
Stratton Liberty aka DMReckless

Andoran (Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Ok, I've tried recharge magic and I don't like how it works. So, here's my attempt at an alternative solution to the "Fifteen minute workday"

Game Variant: Magic Gathering

In this variant, gathering the magical energies to “refresh” a spellcaster’s “daily allotment” of spells takes less time.

A spellcaster must rest, pray, and/or meditate for one hour to regain his “daily allotment” of spells. The spellcaster must have peace, quiet, and relative comfort to gather the necessary energies.

If the spellcaster is subjected to sufficient distraction during this time period, such as loud noise, environmental damage, etc., she must make a DC 15 Concentration check every 10 minutes while gathering these energies. A failed check means she must begin the magic gathering over again.

If the spellcaster is subjected to extreme distraction, such as damage, moving more than his move rate in a single round, engaging in combat, subjected to a non-damaging spell, or casting spells, he must make a DC 15 concentration check, modified by the following chart each round he is so affected. A failed check means he must begin the magic gathering over again.

+1 for each point of damage (lethal or nonlethal) she takes
+2 per spell level of spell he casts
+1 per 5’ above move rate
+1 per spell level of non-damaging spell subjected to

If the spellcaster is a type who chooses her spells, she can switch a chosen spell by expending an additional ten minutes on this process (per spell switched.)

Example:
Miale, 3rd level Elven Wizard with 16 INT, has 4/3/2 Spells per day and currently has the following Spells Prepared: (0) Detect Magic, Daze, Light, Resistance, (1) Charm Person, Magic Missile, Sleep, (2) Blur, Scorching Ray. Her party has been trying to assault the Chapel of Terrible Aberrations, and she has used Detect Magic, Light, Magic Missile, Blur, and Scorching Ray. They have been running up against hordes of undead, so her remaining spells aren’t likely to be too effective.
Sealing themselves in a quiet room in an area already cleared, Miale decides it’s time to refresh her spells and perhaps make some adjustments to her choices. She decides to swap out Daze, Charm Person and Sleep for Disrupt Undead, another Magic Missile, and Chill Touch. She will need an hour and a half to successfully gather the magical energy and restructure her prepared spell list.
An hour into her meditations, something begins banging on the door. Each 10 minutes it attempts to get through the door, she must make a DC15 Concentration check, or this first hour will have been wasted and she will need to start again. It will be worse, however, if the creature makes it through the door and she has to fight. Her companions ready themselves while she concentrates and furtively hopes the door holds.

Opinions/Issues/Chalenges welcome. In fact, I'll throw out the first one: Rope Trick- after third level, a wizard with this spell can refresh rather easily as long as he keeps this spell handy.

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