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Samurai

Shisumo's page

Goblin Squad Member. Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 3,194 posts (10,822 including aliases). 1 review. 1 list. No wishlists. 5 Pathfinder Society characters. 21 aliases.



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Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Advanced Class Guide preview goodness! W00t!

Swashbuckler and warpriest seem to be confirmed, based on the cover - what are the other two, I wonder?


1 person marked this as a favorite.

5 Pharast, 4714 – the Day of Bones

Spring in Osirion means something different than it does in many other places in the Inner Sea region. Here are not the changeable storms or slow regeneration of new growth of more temperate climes. The relentless Osiriani sun is not pacified by the season. Here, spring means one thing only: flooding. The raging rivers savage the fields built along their banks and in return bring new soil, fresh earth from which another year's harvest will grow.

This year, though, the floods are not simply the waters of the Crook, Asp and Sphinx Rivers rising, and the harvest is not solely that of barley or corn. Today, in the city of Wati, the Half-Dead City, the floods are also adventurers, men and women pouring in from across the world to participate in the opening of the Wati Necropolis, and they plan to reap the rewards of relics and knowledge long-lost within the dusty tombs. With the solemn progression of the newly dead that marks every Day of Bones now complete, the Sunburst Market square situated before the Grand Mausoleum of Pharasma fills with adventuring groups and curious onlookers awaiting the beginning of the necropolis’ exploration.

There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery that will determine which groups receive permission to explore which parts of the necropolis. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

Numerous adventuring groups stand in small clusters near the stage, made up of multiple nationalities and races. Most keep to themselves, but some teams engage in quiet conversation with other teams, mostly speculating about what they’ll likely face in the necropolis.

A little bit of background that you are all aware of:
In –1608 AR, Pharaoh Djederet II ordered the construction of a grand city to mark the birthplace of the Osirion’s greatest natural resource: the River Sphinx, springing from the confluence of the Asp and the Crook. With its early foundations magically laid by the church of Nethys, the city sprang to life within just a year. Named Wati, the riverside town soon dominated trade across southern Osirion. Hardwoods and spices from Katapesh and the Mwangi Expanse bound for Sothis, and manufactured goods and luxuries from the nations surrounding the Inner Sea bound for Osirion’s southern territories, all paused long enough in Wati’s warehouses and markets to make its citizens famously wealthy. For centuries, Wati endured through political upheaval and the births and deaths of entire dynasties as it dominated its younger sister cities of An and Tephu.

But Wati’s destiny was forever warped in 2499 AR, when the cult of Lamashtu unleashed a terrible disease called the Plague of Madness on the city of Wati. More than 60 percent of the city’s population perished in the streets and in their homes, and Wati was virtually abandoned for over 450 years. In 2953 AR, the church of Pharasma returned to Wati and established a new temple in the city’s ruins called the Grand Mausoleum. Walling off much of the original city, the Pharasmins transformed the abandoned settlement into an enormous necropolis, consecrating it in honor of the city’s dead. Over the next 1,700 years, people returned to rebuild a new city adjacent to the old one, and today the living city of Wati is more than three times the size of the old city.

Seven years ago, Pharaoh Khemet III, the Ruby Prince, formally opened Osirion’s ancient tombs and burial sites to foreign explorers. Khemet III understood that adventurers who’ve traveled great distances in search of treasure typically do not return from whence they came to sell their discoveries. Instead, they typically sell or trade what they do not keep as quickly as possible at the closest civilized community with an economy strong enough to absorb an influx of valuable antiquities. The Ruby Prince’s policy has attracted not only explorers to the desert nation of Osirion, but also countless scholars, private collectors, special interest groups such as the Pathfinder Society, and financial interests from all across the Inner Sea. A minor industry has sprung up just to support visiting explorers, and an even larger infrastructure has come into being to serve foreign investors and traders. Every opening of a major site has heralded an economic boom, for the local area and Osirion as a whole.

Unlike many of Osirion’s tombs and graveyards, however, the necropolis of Wati has remained largely untouched, in no small part because of local taboos and the protection of the Grand Mausoleum’s priests. But Khemet III has now ordered the local authorities and church of Pharasma to open Wati’s necropolis to exploration for the purpose of discovery, study, and economic stimulus. As you can imagine, the church of the Lady of Graves is not fond of this idea, but Khemet III gave them little say. He offered them only two choices: cooperate, and be allowed to set ground rules and provide guidance to the explorers, or refuse, and be shut out of the process entirely. Thus, the lottery came into being.

The priests of the Grand Mausoleum have decided on the lottery to distribute access to the tombs to make the process impartial and subject to the dictates of fate, in keeping with Pharasmin religious tenets. The church has mapped the necropolis and designated selected sites within it for exploration, dividing them into three pools, from the smallest and simplest of structures to the largest and potentially most complex. Each party of explorers is assigned three sites, one at a time, so that a group must complete its exploration of one site before gaining access to another.

This process wasn’t intended to simply be arbitrary. The church also seeks to avoid conflict between groups within the necropolis, the neglect of smaller sites in favor of those that might contain more wealth, and bribery and backroom deals with local officials to gain access to specific structures researched in advance. The Grand Mausoleum is dedicated to remaining neutral throughout the entire affair.

Pushing through the crowd, you join the other groups of adventurers awaiting the lottery's beginning, and discover that even among this cosmopolitan gathering, an assortment of beings such as yourselves draws a great deal of attention.


Okay, gentlefolk! We've got our five players, now we just need five characters for them to play! We're still a few weeks away from getting the first installment of the AP released, so the point here is just to work out character concepts and get them tweaked. (Oh, and to introduce yourselves as well.)

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I've updated the payment information (finally!) on this order. Can it be processed please?

I have been patient, but I WANT THE PRETTIES

Andoran

1 person marked this as a favorite.
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So I decided to speed-run through as much of RotRL as I could get through before the playtest ends using two groups of ACG-only characters. I divided the ten classes into two groups, Group A and Group B; Group A was, to a certain extent, the "civilized" classes - arcanist, hunter, investigator, swashbuckler and warpriest - while Group B was the "savage" classes - bloodrager, brawler, shaman, skald and slayer. (I know it's a fuzzy set of categories at best; work with me here.) This thread deals with Group A.

The PCs are all 15 point buy, using core-only races and no special char-gen rules, including the absence of traits. Each PC had the class' average amount of gold to start with, and received PFS-standard hit points at each level. Here's how they looked before the game began:

Alice
Female elf arcanist 1

Spoiler:
CN Medium humanoid (elf)
Init +6; Senses low-light; Perception +4

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 12, touch 12, flat-footed 10
(Dex +2)
hp 8 (1d6+2)
Fort +1, Ref +2, Will +3; +2 vs enchantments
Immune magic sleep

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee rapier -1 (1d6-1, 18-20/x2)
Ranged light crossbow +2 (1d8, 19-20/x2)
Special Attacks blood focus 3/day, elemental ray 6/day (+1)
Spells Prepared (CL 1st, touch -1, ranged touch +2, concentration +4):
1st (3/day) - color spray (DC 14), mage armor
0 - acid splash, daze (DC 13), detect magic, read magic
Bloodline Elemental (Air)
Focus School Illusion

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 8 (-1), Dex 15 (+2), Con 12 (+1), Int 17 (+3), Wis 12 (+1), Cha 10 (+0)
Base Atk +0; CMB -1; CMD 11
Feats Improved Initiative
Skills Appraise +7, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +4, Spellcraft +7 (+9 to identify magic items); Racial Modifiers +2 Perception
Languages Celestial, Common, Draconic, Elven, Sylvan
SQ elven magic
Combat Gear none; Other Gear rapier, light crossbow and 10 bolts, backpack, bedroll, flint and steel, rations (x3), spellbook, spell component pouch, torch (x2), waterskin, 1 gp
Spellbook 0 – all; 1st – color spray, enlarge person, expeditious retreat, mage armor, magic missile, sleep



Helen
Female half-orc hunter 1
Spoiler:
LN Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +6

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 16, touch 11, flat-footed 15
(armor +4, Dex +1, shield +1)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee scimitar +3 (1d6+3, 18-20/x2)
Ranged javelin +1 (1d6+3, 20/x2)
Special Attacks animal focus 1/day
Spells Prepared (CL 1st, touch +3, ranged touch +1, concentration +3):
1st - faerie fire, magic fang
0 - detect magic, read magic, stabilize

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 17 (+3), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Base Atk +0; CMB +3; CMD 14
Feats Endurance, Nature Soul
Skills Handle Animal +5 (+9 companion), Knowledge (nature) +6, Perception +6, Survival +8; Racial Modifiers +2 Handle Animal
Languages Common, Orc
SQ animal companion (large cat), beastmaster, shaman’s apprentice
Combat Gear flask of acid, flask of alchemist’s fire; Other Gear scimitar, javelin (x3), klar, leather lamellar armor, druid’s kit, 16 gp

Mountain Lion (Big Cat) Animal Companion
N Medium animal
Init +2; Senses low-light vision, scent; Perception +2

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 14, touch 13, flat-footed 11
(Dex +3, natural +1)
hp 14 (2d8+5)
Fort +4, Ref +6, Will +2

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 40 ft.
Melee bite +2 (1d6+1, 20/x2) and 2 claws +2 (1d4+1, 20/x2)
Special Attacks rake (1d4+1)

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; CMB +2; CMD 15
Feats Toughness
Skills Stealth +7, Survival +6
SQ link, share spells, tricks (hunting general purpose, attack all enemies)

Ivan
Male half-elf investigator 1

Spoiler:
LN Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +10

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 14, touch 12, flat-footed 12
(armor +2, Dex +2)
hp 10 (1d8+2)
Fort +1, Ref +4, Will +3; +2 vs enchantments
Immune magical sleep

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee rapier +2 (1d6, 18-20/x2)
Ranged sling +2 (1d4, 20/x2)
Extracts Prepared (CL 1st):
1st - cure light wounds, shield

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 10 (+0), Dex 14 (+2), Con 13 (+1), Int 17 (+3), Wis 12 (+1), Cha 8 (-1)
Base Atk +0; CMB +0; CMD 12
Feats Skill Focus (Perception), Weapon Finesse
Skills Craft (alchemy) +7 (+8 crafting alchemical items), Disable Device +7, Knowledge (arcana) +7, Knowledge (local) +7, Knowledge (nature) +7, Perception +10 (+11 finding traps), Sense Motive +5, Spellcraft +7, Stealth +7; Racial Modifiers +2 Perception
Languages Common, Elven, Giant, Goblin, Orc
SQ inspiration 3/day, trapfinding +1
Combat Gear sunrod (x2); Other Gear rapier, sling and 10 bullets, lamellar cuirass, alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, iron pot, mess kit, soap, trail rations (x2), waterskin, thieves’ tools, formula book, 6 gp
Formula Book comprehend languages, cure light wounds, disguise self, identify, shield

Sarah
Female human swashbuckler 1

Spoiler:
CG Medium humanoid (human)
Init +3; Senses Perception +4

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 16, touch 13, flat-footed 13
(armor +3, Dex +3)
hp 12 (1d10+2)
Fort +1, Ref +5, Will +0

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 30 ft.
Melee rapier +2 (1d6+1, 18-20/x2)
Ranged shortbow +4 (1d6, 20/x3)
Special Attacks deeds (derring-do, opportune parry, recovery, riposte)

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 10 (+0), Cha 15 (+2)
Base Atk +1; CMB +2; CMD 15
Feats Combat Reflexes
Skills Acrobatics +6, Climb +4, Diplomacy +6, Perception +4; armor check penalty -1
Languages Common
SQ dual talented, panache (2 pts)
Combat Gear flask of acid, flask of alchemist’s fire, potion of cure light wounds; Other Gear rapier, shortbow and 20 arrows, studded leather armor, fighter’s kit, 10 gp

Warren
Male human warpriest of Gorum 1

Spoiler:
CG Medium humanoid (human)
Init +5; Senses Perception +2

------------------------------------------------------------------------
DEFENSE
------------------------------------------------------------------------

AC 16, touch 11, flat-footed 15
(armor +5, Dex +1)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +4

------------------------------------------------------------------------
OFFENSE
------------------------------------------------------------------------

Spd 20 ft.
Melee greatsword +4 (2d6+4, 19-20/x2)
Ranged shortbow +1 (1d6, 20/x3)
Special Attacks minor blessings 3/day (strength surge +1, war mind)
Spells Prepared (CL 1st, touch +3, ranged touch +1, concentration +3):
1st - bless, divine favor
0 - detect magic, read magic, stabilize
Blessings Strength, War

------------------------------------------------------------------------
STATISTICS
------------------------------------------------------------------------

Str 17 (+3), Dex 12 (+1), Con 13 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1)
Base Atk +0; CMB +3; CMD 14
Feats Improved Initiative, Quick Draw, Toughness, Weapon Focus (greatsword)
Skills Heal +6, Knowledge (religion) +4, Spellcraft +4; armor check penalty -4
Languages Common, Shoanti
SQ spontaneous casting
Combat Gear scroll of cure light wounds; Other Gear greatsword, shortbow and 20 arrows, scale mail, cleric’s kit, 4 gp


It is said that, "To those of whom much is asked, much is given." It's a comforting thought, until you start diving too deep into it. Given by whom? And why are these the ones who are asked? And ultimately, the most important question of all: when one is given much, what does that mean for the price that you will be asked to pay?


Okay, so yeah, I'm doing this. Mythic is awesome, the first adventure is epic, I can't resist.

I'm going to do exactly four players, no more. However, if I get eight people who want in, I might consider doing two parties. I'll have to come up with some ways to differentiate things in my head - I have a few off-the-wall ideas along those lines already, but we'll wait to see whether it will even be an issue.

To begin with, AinvarG and Black Tom are in, according my long-standing policy giving those two first claim on any PbP I run, ever. (When you start with a particular group, a certain amount of loyalty is part of the package, and as Ainvar recently pointed out to me, we've been doing the PbP thing together for five years - with Black Tom as the GM for that very first outing...)

But the point of the discussion here is really to hash out what people want to play. Based on what I've seen in the Player's Guide and the first adventure I'd recommend the following:

* A balanced party. Cover as many bases as you can. Backups for roles would be a good thing, Just In Case.
* Combat functionality. There's a lot of combat in this. A lot a lot a lot. And the fights are nasty. Optimize for evil-smiting - it's a target-rich environment. Rangers with FE: evil outsiders, paladins, inquisitors with Favored Judgment, clerics with lots of holy damage, that sort of thing.
* Social skills. Diplomacy is a must, Sense Motive, Bluff and Intimidate all highly recommended as well. Again, if you can supply a couple people with the necessary skills in case someone blows it, that's not a bad thing.
* Be Good. I'm actually really inclined to make this a campaign requirement, but I'll leave a little wiggle room if someone has a really awesome idea. But being Good is really, really a Good idea.
* Pick up Faiths of Purity, Champions of Purity and the Demon Hunter's Handbook if you can. You're gonna want the toys in there.
* Give some thought to the downtime rules from Ultimate Campaign. A lot of the stuff in there is skill-oriented, but the campaign pace looks like it might do well for such things (especially toward the second and third parts of the AP). And hey, since you can start granting spells to your worshipers as soon as your 3rd mythic tier, might as well found a church to go with it, amirite?
* Worship Iomedae. Again, not a requirement, but if someone in the party does, you'll be glad you did.

In general, my plan is to stick with my usual character creation breakdown, which I will now repost for ease of use:

* 20 pt buy
* Standard core rules races
* Any classes/racial traits/archetypes from core, APG, Ultimate Magic and Ultimate Combat, plus the ARG (3PP material potentially allowed - I don't have a lot of it, though, so it's by approval only)
* Feats, spells and archetypes from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet)
* Two Traits, one of which must be from the Wrath of the Righteous Player's Guide.
* Starting gold equal to your class' maximum (this is a change from my usual, but hey - we're going mythic, so what the hell...).

I am not automatically opposed to non-standard races, but I tend to lean a little harder on them than most other rules options. Consider them by-approval-only, but please feel free to ask. Mostly, I don't want a whole party of "really rare" races, but one or two would be fine. (Unless you guys want to do, say, an entire party of tieflings or something. That would be kinda cool.) Of course, as noted above, archetypes from the Advanced Race Guide are fair game for any race I choose to allow in the game. Ultimate Equipment is also open for use essentially without restriction.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

This isn't a thread for mechanical conversion, FYI. Just thinking about how to best adapt the plot, setting and background elements to the Eberron paradigm.

Basically, I think the adventure is pretty much usable as-is, and there won't be a lot of tweaking I have to do. In this conception, Szangi is an insane member of the Chamber who has decided that a key portion of the Draconic Prophecy is out of whack due to Xoriat's permanent misalignment from Eberron. He's been studying it, as was Hunclay, and wants Hunclay's research into all matters Xoriat to add to his collection.

(I'm trying to decide if I want to do anything with the fact that Hunclay's prize tome is called Secrets of the Dreaming Dark... I hate passing up on the unintentional reference, but I don't see a good way to hook the quori into this. Anyone got any thoughts?)

Likewise, the grioths and yangethe are natives of Xoriat that have been brought to Eberron via the dark window; it is only the existence of that particular portal that even makes the transition possible. On the other hand, the monastery itself is more problematic. Most monks in Eberron worship either Dol Dorn or the Mockery, rather than following a philosophy in the classic style. It doesn't really seem likely that a Dol Dorn-worshipping monk would go for something like the dark window, and I've been considering whether to rewrite the monastery as being dedicated to the Mockery instead. That seems like it would have a pretty big impact on the adventure's backstory, but I'm already having the biggest problem there anyway.

The single biggest challenge is, in fact, the tale of Tula Belhaim. It's an easy enough fit to make her a hero and noble of the early decades of Galifar's existence (I'm setting Belhaim in southern Aundair, near the border with Breland and the Eldeen Reaches). But her reputation as a dragonslayer is... weird. Eberron doesn't really do that. There are a few instances of draconic villains - Rhashaak comes to mind - but I don't know if they'd be widespread enough to justify a heroic reputation as a dragonslayer per se. If the ancient Aeteperax were particularly vicious, it might make sense, but I've been pondering whether there's a better alternative for the history that would work better, particularly if I involve the Mockery or Xoriat in it somehow.


The Fare Winds skips merrily over the waves of the Obari Ocean, carried along by a stiff wind that stretches the canvas of her two three-rigged masts. Somewhere ahead lies the fabled Jalmeray, the Impossible Kingdom, with all the wonder mysterious wonders it is said to hold. Around you, sailors haul rope and adjust sails, scrub the deck and scurry about, while Captain Truth Harwood oversees it all from her spot on the quarterdeck, one hand on the ship's wheel and the other resting easily on her cutlass. Thus far, the trip has been, if anything, more comfortable than you would have expected; unlike most merchant vessels, the Fare Winds actually boasts two passenger cabins belowdecks, despite the sacrifice of valuable cargo space. The cost of your ticket was quite reasonable as well, and it has occurred to you to wonder over the two weeks you've spent since leaving Absalom why Captain Harwood seems so willing, even eager, to have adventurers aboard her vessel.

But when the lookout in the eagle's nest high above you suddenly cries out, "Pirates!", you think you might have the answer...

Andoran

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August cannot get here fast enough! I think this is going to be amazing!


Aaaaaand here we are!

We'll take a few days and make sure we've got all our mechanical ducks in order (and yes, now I have a weird image of windup bathtub duckies waddling through the thread), and hopefully get started soon - ideally, I'm thinking by the end of the week.

Everyone check in please?


2 people marked this as a favorite.

So I've decided that I can manage one more PbP, I think, and I wanted to try something higher level (since APs take seemingly forever to get into the midlevels, let alone anything higher). As a result, I'm opening up recruitment for a PbP of Cult of the Ebon Destroyers. I'm looking for 5 players, no more, and will be choosing on the basis of player enthusiasm, party balance, interesting roleplaying and character background (that list's pretty much in order). Submissions should include race, class(es) and levels (including archetypes or prestige classes), alignment and general character concept, but need not be full builds.

Your characters cannot be native to Jalmeray (they can be from pretty much anywhere else, however), but should have some reason to be sailing on the Fare Winds, a merchant vessel sailing to Niswan, the capital of Jalmeray, from Absalom (and before it, Katapesh) and scheduled to put into port just in time for Niswan's famous Festival of Colors.

Here are my usual chargen rules for PbPs, modified for this particular game:

* 20 pt buy (with level advancements as usual, of course)
* Standard core rules races
* Any classes/racial traits/archetypes from core, APG, Ultimate Magic and Ultimate Combat, plus the ARG (3PP material potentially allowed - I don't have a lot of it, though, so it's by approval only). Archetypes from basically any Paizo (and potentially 3PP, as I said) sources are permitted; prestige classes from non-core sources are likely to be approved, but I reserve the right to veto anything I feel doesn't fit the story
* Feats and spells from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet)
* Two Traits
* 33,000 in starting gold, with no single item costing more than 10,000 gp
* PFS-style hit points advancement by level (d6 classes gain 4+Con mod hit points each level after the first, d8 classes gain 5+Con mod each level, d10 classes gain 6+Con mod, and d12 ones get 7+Con mod)

I am not automatically opposed to non-standard races, but I tend to lean a little harder on them than most other rules options. Consider them by-approval-only, but please feel free to ask. Of course, as noted above, archetypes from the Advanced Race Guide are fair game for any race I choose to allow in the game. Ultimate Equipment is also open for use essentially without restriction.

Anybody have questions or comments, shout 'em out!


Magnimar, the City of Monuments. A city with its eyes on the angels above and its feet swallowed deep in the muck. A city where the beautiful statues up on the Summit cast long shadows across the grime of the Shade beneath the Irespan; a city where noble aspirations and decadent vices weave together to form the tapestry of life. It is a city of corrupt politicians and humble pilgrims, of shining crusaders and poisonous assassins, of prostitutes and scholars, of visionaries and thugs. It is a city where a man might find his fortune if he did not bleed his life out in its gutters, where one brilliant moment of glory might wash clean all his sins. It all depends on how the pieces come together.


Here are my usual chargen rules for PbPs (those of you who have played with me before will find these quite familiar):

* 20 pt buy
* Standard core rules races
* Any classes/racial traits/archetypes from core, APG, Ultimate Magic and Ultimate Combat, plus the ARG (3PP material potentiaally allowed - I don't have a lot of it, though, so it's by approval only)
* Feats and spells from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet)
* Two Traits, one of which must be from the Shattered Star Player's Guide.
* Starting gold equal to your class' average.

I am not automatically opposed to non-standard races, but I tend to lean a little harder on them than most other rules options. Consider them by-approval-only, but please feel free to ask. Of course, as noted above, archetypes from the Advanced Race Guide are fair game for any race I choose to allow in the game. Ultimate Equipment is also open for use essentially without restriction.

Anybody have questions or comments, shout 'em out!


Magnimar, the City of Monuments. A city with its eyes on the angels above and its feet swallowed deep in the muck. A city where the beautiful statues up on the Summit cast long shadows across the grime of the Shade beneath the Irespan; a city where noble aspirations and decadent vices weave together to form the tapestry of life. It is a city of corrupt politicians and humble pilgrims, of shining crusaders and poisonous assassins, of prostitutes and scholars, of visionaries and thugs. It is a city where a man might find his fortune if he did not bleed his life out in its gutters, where one brilliant moment of glory might wash clean all his sins. It all depends on how the pieces come together.

For each of you, today is a day where one of those pieces might be dropping into place. As you make your way through the high-class crowds of the Summit on your way to Heidmarch Manor, you hold a letter in your hand, an invitation to employment - and perhaps a great deal more.

Arjun Raab:
Greetings, good master Raab!

I hope you have found time to settle into our lovely city in the short days since your arrival; our city has much to offer visitors, even if it can be overwhelming at times as well. During our previous meeting, I promised to send word if I found an opportunity to make use of your talents on behalf of the Society, and I believe that time has come. I am putting together a highly specialized team to deal with a matter of grave import not only to the Society, but to Varisia as a whole. Please report an hour before noon to Heidmarch Manor - you will be compensated for your visit, but that reward will pale in light of the riches that await you should we come to an agreement on my proposition to you. I look forward to speaking with you soon!

Sheila Heidmarch,
Venture-Captain


Erwin Chrysophrase:
Greetings, good master Chrysophrase!

I am Sheila Heidmarch, Venture-Captain of the newest Pathfinder Society lodge - and the only such lodge in Varisia at this time. You have come to my attention as someone who possesses a certain amount of skills and interests that make you an excellent addition to a highly specialized team I'm putting together for a matter of grave import not only to the Society, but to Varisia as a whole. Please report an hour before noon to Heidmarch Manor - you will be compensated for your visit, but that reward will pale in light of the riches that await you should we come to an agreement on my proposition to you. I look forward to speaking with you soon!

Sheila Heidmarch,
Venture-Captain


Jackson Tanner:
Greetings, good master Tanner!

I must admit, I was surprised when you came to me last month and spoke of employment; on our previous meetings, you did not strike me as the adventurous sort, and indeed your state of affairs was such that I was not even sure you were the man I thought I knew, your ring notwithstanding; this is why I did not speak of our history together before. Since we last talked, I have made certain inquiries, and I believe I have learned enough of your situation to understand why you have found such a reception among my fellow nobles, if not to shed any light on what happened in the interim or what caused your memory loss. What I have learned, I am reluctant to share - I fear it would only cause you greater harm as matters stand. You are in no position to address the matter, at least not yet.

During our previous meeting, I promised to send word if I found an opportunity to make use of your talents on behalf of the Society, and I believe that time has come. I am putting together a highly specialized team to deal with a matter of grave import not only to the Society, but to Varisia as a whole. Please report an hour before noon to Heidmarch Manor - you will be compensated for your visit, but that reward will pale in light of the riches that await you should we come to an agreement on my proposition to you, and I think such rewards might serve you well in your attempts to reclaim your place in Magnimarian society. I look forward to speaking with you soon!

Sheila Heidmarch,
Venture-Captain


Natty Grast:
Greetings, good master Grast!

I am Sheila Heidmarch, Venture-Captain of the newest Pathfinder Society lodge - and the only such lodge in Varisia at this time. You have come to my attention as someone who possesses a certain amount of skills and interests that make you an excellent addition to a highly specialized team I'm putting together for a matter of grave import not only to the Society, but to Varisia as a whole. Please report an hour before noon to Heidmarch Manor - you will be compensated for your visit, but that reward will pale in light of the riches that await you should we come to an agreement on my proposition to you. I look forward to speaking with you soon!

Sheila Heidmarch,
Venture-Captain


Zeuth Heracine:
Greetings, good master Heracine!

I am Sheila Heidmarch, Venture-Captain of the newest Pathfinder Society lodge - and the only such lodge in Varisia at this time. You have come to my attention as someone who possesses a certain amount of skills and interests that make you an excellent addition to a highly specialized team I'm putting together for a matter of grave import not only to the Society, but to Varisia as a whole. Please report an hour before noon to Heidmarch Manor - you will be compensated for your visit, but that reward will pale in light of the riches that await you should we come to an agreement on my proposition to you. I look forward to speaking with you soon!

Sheila Heidmarch,
Venture-Captain

Ahead of you, a tall white marble privacy wall surrounds a broad acreage of gardens and leafy trees, with only the briefest of glimpses between of the red slate roof of a tall manor house within. A brass plaque hangs beside the open gate that reads "Heidmarch Manor," and two guards in private livery flank it in alert poses. As you approach, you see there are a few others, also dressed and equipped in the fashion of adventurers, approaching the gate at the same time, and the guards seem to be expecting all of you.


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Part One: The Brinewall Legacy

The 1st of Desnus, 4711 AR

Today is the celebration of the Swallowtail Festival in Sandpoint, but the traditional joy and festivities that day normally brings have been shrouded in sorrow and loss. Where a burst of swallowtail butterflies would normally have been released to mark the occasion in a swirl of color and movement, dark clouds and a relentless, unwavering rain have instead painted the world in shades of grey and muddy brown. You stand among the crowd near the Sandpoint Cathedral, but you are not here to listen to speeches from local notables or partake in free food from the town’s many taverns; rather, you are here to remember and mourn the loss of one of Sandpoint’s most well-known and respected members: Niska Mvashti. Madame Mvashti’s death wasn’t unexpected, but she was a fixture in the town, and the large Varisian minority in Sandpoint considered her their spokesperson, if not necessarily their leader. Her funeral is large and well-attended, with most of the town’s most important people in attendance.

"Death is a transformation," says young Father Zantus, the Cathedral’s priest. He wears a broad-brimmed hat to keep the rain off of his face, but streams of water still course down his cheeks. "On this of all days we can remember that. A caterpillar becomes a butterfly and embarks on a wondrous new journey, a new spirit of beauty far beyond anything it might have once imagined. Likewise, we can say with confidence that Niska Mvashti has also begun her last and greatest journey, walking alongside Desna herself amidst the stars."

Among those who make up the crowd around you, you can pick out several familiar faces: Kendra Deverin, still Sandpoint’s mayor after running unopposed in the last election; Sheriff Belor Hemlock, with his new wife Kaye (the owner of the town’s only brothel); Titus Scarnetti, owner of the town’s largest lumber mill, who looks like he would rather be dancing with the Sandpoint Devil than be here; and more. A few in particular, though, stand out. Near the speaking platform, Ameiko Kaijitsu hovers protectively over Sandru Vhiski and Madame Mvashti’s daughter, Koya. Sandru was practically raised by Koya Mvashti, and the death of the matriarch has unsurprisingly hit them both quite hard. On Ameiko’s other side, looking saddened but oddly serene, is Shalelu Andosana, who has not been back to Sandpoint since shortly after the raid on Thistletop 4 years ago.

As the service ends, Ameiko leaves the others behind for a moment and moves through the crowd, speaking quietly for a few minutes with the mourners in her path before moving on, until she finds each of you. "It’s good to see you again, my friend," she says solemnly, wiping the rain out of her eyes. "If you have time, there’s a wake planned shortly at the Rusty Dragon. I’d love you to come."


All right, looks like we've got a group of players here, all people I've played with before, so I think we'll have a good game. The players are:

Black Tom
Garden Tool
Ferret
SuperUberGeek
Deevor

Everybody, say "hi" and let's start seeing how we can pull a party out of this. I know some of you already have some concepts in mind - so far, I think your concepts haven't overlapped too badly, so I think it should work out.

For the purposes of planning, let me break down the chargen rules I'm going to use:

* 20 pt buy
* Standard core rules races
* Any classes/archetypes from core, APG, Ultimate Magic and Ultimate Combat, plus the ARG (3PP material potentially allowed - I don't have a lot of it, though, so it's by approval only)
* Feats and spells from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet)
* Two Traits, one of which must be from the Shattered Star Player's Guide.
* Starting gold equal to your class' average.

I might be open to a more expanded race list, given all the coolness in the ARG, but I would prefer to assume not until convinced otherwise. Also, because Ultimate Equipment will release at the same time the AP does, it will probably be available as well, but it's not likely to come up during chargen, I wouldn't think.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Is there any way for me to know whether my subscription would be cheaper if I paid the shipping (with the $10 discount for the order being over $100) or if I paid the local sales tax for GenCon pickup?


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There's those that say all life began in the sea, and perhaps it is so. The oldest things of life still dwell in the deeps, and even among those of us born and bred on land, there's some that feel drawn to the endless waters. What that call is, none can say, especially those that feel it; the sea keeps her secrets, safe beneath fathom after fathom of rolling waves. There is a darkness in the heart of the sea, and perhaps that is what calls out to those she claims - for all that sailors call the sea a woman, the truth is that darkness lies in all of us, man and woman alike, and some few who stare into those uncaring depths go mad from it. The sea, of course, is unconcerned. She is simply content to know she has claimed one more of her own.

For some, however, the sea is not willing to passively call out to them. Instead, seeing something special in these poor bastards, she stretches out her hand to seize those she has claimed...

...no matter the price.


Okay! We have four players, and hence, a quorum to do business! First order of said business: introduce yourselves, and work out what your party makeup should be.

For the purposes of helping out with the character creation questions, I'll go ahead and lay down the ground rules I want to use:

* 20 point buy
* Core rulebook races only by default - if you have a really compelling idea for something else, though, ask and we can discuss it. Water-themed races would be the most likely ones to pass muster.
* Any base class you want from Paizo, and other 3PP products might also be available as well. (I hardly need an excuse to buy more 3PP PDFs, after all, especially if it's Rite Publishing or Super Genius.)
* No psionics, this time, but I'm down with - might even go so far as to say rather hoping for - firearms. It's pirates, dammit!
* Two Traits, one of which should be a Campaign Trait from the S&S Player's Guide; the other can be from any Paizo source.

So have a swig of this here rum, and let's spin a pirate yarn together!


It is spring of the year 1137 of the Imperial Calendar, the ninth year of the reign of Toturi I, Lord of the Seven Hills and Master of the Chrysanthemum. A fresh spring breeze carries the scent of cherry blossoms to you from a nearby orchard. To the south, just visible on the horizon, is the splendid tower of Shiro Sano Kakita, the ancient seat of the Kakita family. Ahead of you is the village of Tsuma, a modest-sized city located next to a minor river, and home to one of the major dojos for the Kakita Dueling Academy. Here, the best and brightest young samurai of their generation have competed for the title of Topaz Champion, to bring glory and honor to their Clan. This is the first year the test has been held in over a decade, and though fate denied you the opportunity to take part, you have been sent by your Clan to assist those who can.

Tsuma is a modest city of about 1,200 people – essentially a very large village. Located in the peaceful Crane lands, it has neither walls nor a military garrison. There are no formal embassies maintained by other clans, since most only have business within the city once per year. The largest structure in the village is the Kakita Dueling Academy, a sizable compound of buildings and gardens, linked under a shared roof and protected by a high stone wall… the only fortification in Tsuma.

Each of you arrives in Tsuma by land, as do most of the other attendees – the road is crowded with samurai, both mounted and on foot, as well as noblewomen in palanquins. Crane magistrates patrol the roads carefully, and you are stopped at least once to show your travel papers.

The vast majority of samurai in Rokugan regard the Topaz Championship as the most prestigious gempukku ceremony in the Empire. The ceremony is open to any who wish to attend, but the Great Clans tend to be very selective in determining who represents them at the Championship. To permit just anyone to enter the contest would risk embarrassment, and no Great Clan would risk such a thing in front of their Crane hosts. Minor Clan samurai and ronin candidates require a Great Clan sponsor to be admitted to the competition. The Topaz Championship has been held in the Kakita town of Tsuma for centuries, at one of the largest dojo for the Kakita Dueling Academy. This year will be the first Topaz Championship since 1126, due to the Crab Clan’s invasion of the Crane lands leading up to the Clan War. The Crane have not been in a position to host the event since, though saying that outright would be a breach of etiquette. While in years past, the contest has drawn dozens of prospective samurai, this year there are only nine contenders: one from each of the Great Clans, and a lone ronin who has managed to arrange a sponsor from the Imperial Legion.

Rather than contenders, with the exception of Takagi you are present as guides, guards, assistants, or sensei for your Clan’s aspirants. You have passed your own gempukku already and are ineligible to take part yourselves, but are here to serve your Clan’s interests as ordered by your individual lords.

The contenders are young samurai who have not yet passed their gempukku; as such, they are not full adults, though they have been trusted with their swords for the competition. They will be expected to listen to advice from their betters (including each of you), and to do their utmost to bring honor to their Clan. You are free to decide for yourselves how much or little assistance you wish to provide their young charges. However, samurai from all across the Empire are present to witness the tournament, and they will be judging the participants based off their actions. These actions, ultimately, will also reflect upon their instructors.


Okay, so here's the discussion thread for the game. We can use it to talk about game rules when we have questions, discuss character advancement, etc. I don't know how much we will be using this, but it's always nice to have it.

Campaign thread will be going up momentarily - everybody check in here and post there as soon as you can!


Awhile back, I ran a PbP of the Topaz Championship for Heroes of Rokugan 2, and it went fairly well. I've been thinking I might want to give an L5R PbP another try, especially since I'm actually one of the campaign admins for HoR3. With that thought in mind, I'd like to see if I could scrape together enough interest to kick off the HoR3 campaign with "New Beginnings," the first adventure for HoR3.

I'd be looking for 4-6 players; they can be new to the game or old hands, since New Beginnings is partially designed to help teach players the game. Access to the core rulebook would be extremely helpful, however. Character creation will follow the guidelines available at the Heroes of Rokugan website; if you are interested in a Restricted character option, we can discuss it.

The basic setting information is this: it is the year 1137 of the Imperial Calendar, four years after the Battle of Oblivion's Gate and the end of the War Against the Shadow. Rokugan rebuilds under the guidance of Emperor Toturi I, but the returned spirits that now comprise nearly 1 in 10 samurai in the Empire have brought with them new difficulties and new challenges for a society that does not deal well with change.

Any takers?

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I'm playing around with a build for an oread monk who picks up Shaitan Style. Oreads have resist acid 5 innately, and Shaitan Skin would grant the character resist acid [monk level]. Would they stack? The resistance rules that I have so far found in the PRD only talk about energy resistance specifically from spells - "This resistance does not stack with the resistance that a spell might provide" - but otherwise appears silent on the topic of stacking. By calling out that resistance from spells doesn't stack, the text implies it would stack otherwise, but that's inference, not an explicit rule.

Anyone got a reference that I'm overlooking?

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Anyone want to step in and give us a hand?

We're level 2, in this campaign. The pace is slow, but fairly steady, and we've got a good core of players. Unfortunately, we lost our healer along the way, and my oracle of battle really isn't up to the challenge of being a primary hit point battery! Can anyone give us a hand?

Andoran

1 person marked this as FAQ candidate.
Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

1) If you lose the cantrips ability, as the spellslinger does, are you still considered to have those cantrips on your class spell list? For instance, could you use a wand with a cantrip on it without using Use Magic Device?

2) The mage bullets ability lacks much of the verbiage that other, similar abilities (like the magus' arcana pool and the paladin's dive bond) have, and I am wondering if this is intentional. One of the most obvious is that it does not specify that the enhancement stacks with enchantments already on the gun, so I'm not sure what would happen to a +2 reliable musket whose owner converts a 4th level spell into an enhancement for it. Could I make it a +4 reliable flaming burst musket or am I stuck with a plain-ol' +4 musket? Also, it doesn't place the +10 cap on total of abilities + enhancement bonus, and it doesn't seem to require that a nonmagical gun be given a +1 bonus before any other enhancements can be made. What is the intention here?


The Red Redoubt of Karamoss once stood on a ridgeline some two miles north of Absalom, overlooking the city. The tales say that it was a tall, sweeping red-grey structure, like an arrowhead balanced on two graceful pylons, altogether nearly a thousand feet high. It was apparently raised in one night, an astonishing feat by anyone’s standards; even so, what was built in a night was brought down in mere seconds, when the forces of the city, led by the druid circles of Absalom, finally counterattacked and destroyed Karamoss’ mighty stronghold. The vast fortress tumbled and fell down the ridge, sending dust and chunks of metal across many square miles and high into the air. The scavengers of the city’s underworld feasted on the debris for months, and word slowly spread across Avistan and Garund about the many strange and wonderful treasures that has once hidden within the mighty Red Redoubt.

That was many centuries ago, however, and time and human greed together have wiped most of the traces of the Red Redoubt’s fallen glory away. All that remains are the bases of the two columns that once held it up, a pair of D-shaped ruins facing each other along the ridgeline. Each one is several hundred feet across, and hundreds of yards of empty ground separate them. To the east, the ruins are surrounded by the remains of the Redoubt, an unbroken red-grey wall that reaches forty feet into the air or more. A single entrance – what was clearly once a door – is visible, at the back of a deep recess in the straight section of the wall, some one hundred feet wide and roughly that deep. The remains of the walls curve inward toward their top, suggesting that the recess was once covered over, and what look like massive doors that would have sealed the entire recess are visible, just peeking out from within a small gap along each side.

The same recess appears in the other set of ruins, but the westward section was clearly the more damaged one; the walls are gone in many places all the way to the ground, and no section is more than twenty feet high. Through those gaps you can see an eerie, unearthly terrain, the ground covered in pipes, tubing, collections of metal wires bound together in rubbery casings, shattered crystals whose shards still glitter in the early morning sunlight, and more, so packed together that crossing it would be a matter more of crawling or climbing than walking. In the distance, more walls contain an inner set of ruins, whose contents are entirely invisible from your current vantage.

This is the view that confronts you as you approach the Red Redoubt on the small path that cuts up the ridge from the City at the Center of the World. Each of you has, for your own reasons, agreed to explore the Red Redoubt at the behest of the Pathfinder Society’s Venture-Captain Shevala. The meeting with Shevala, in an inn near the Pathfinder’s Grand Lodge called the Twisted Ladder, was an odd one:

Shevala Iorae was an attractive Varisian woman with a no-nonsense demeanor, but her eyes glittered with an unusual intensity as she spoke to you all. “It is a simple mission. The Society frequently uses the Redoubt as a training area for new recruits, but we do not wish to put anyone in danger. My usual agents are otherwise engaged, and I need the area swept for new dangers and cleared before our next training period can begin. The reward for this task is 900 gold eagles, divided amongst yourselves as you see fit. Also, the Society pays close attention to the, ah, ‘outside contractors’ who perform exceptionally well. Perform this task as I require, and additional contracts may well be in your future, whether you choose to join the Society or not.”

Leaning forward, the Venture-Captain placed a sheaf of papers and a small leather satchel on the table as well. From the satchel she withdrew a stack of what seemed like compasses, although some of you recognized them instantly as wayfinders. In each wayfinder, in the slot where an ioun stone should go, an unusual crystal had instead been inserted; at your incredulous looks, however, Shevala shook her head. “It is not an ioun stone,” she said firmly. “The Society is testing the creation of other stones that might also work with wayfinders, and these crystals are part of those tests. Your assignment includes carrying these wayfinders for the duration of your explorations and recording any changes or unusual behaviors you notice in either the crystal or the wayfinder itself as you use them. Ideally, there should be none; but research is not about the ideal.” Gesturing to the papers, she concluded, ”The details of your assignment are there. Do you have any questions?”

If you do, please ask them in the discussion thread. Also, Garrick, Mala and Sylvalia, give me a Sense Motive check, if you would.

Now you stand before the Red Redoubt, its secrets awaiting your discovery…


Okay, since we’ve already got characters being made, it’s time to get the ground rules laid out here. I hope to get the game thread going before Thursday, but this should get us moving in the right direction even so.

Character creation will be as follows: any of the races, classes, archetypes and feats from the PF RPG core, APG, Ultimate Magic, Ultimate Combat, Psionics Unleashed or most any other Paizo PF RPG source (‘cause I have just about all of them) are allowed. We will use 20 points for ability score purchase, and you get average starting gold for your class. You must choose one of the following Campaign Traits, and can pick one other from any Paizo PF RPG source (as long as its not another campaign trait):

Alkenstar Adept
You were either raised in the Mana Wastes of Alkenstar or visited there enough to become familiar with the place, but either way you see the technological advances of Alkenstar as the way forward for the Inner Sea Region. The Red Redoubt offers an opportunity to pursue that potential even further. Your familiarity with the firearms of Alkenstar has already made you a talented shootist. Choose a single Deed that you know. Once per day, you may reduce the Grit cost of that Deed by 1 (to a minimum of zero). If this reduces the Grit cost to zero, you must actually have a Grit point available to you to perform the Deed.

Budding Mentalist
You have discovered the latent potential of your own mind, but have yet to fully tap that power. The mysterious forces within the Red Redoubt might provide some means for you to further explore and advance that understanding – it is said that creatures from beyond the stars often have bizarre mental powers. You gain a reserve of one power point and are considered a psionic character. However, unless you have a psi-like ability, levels in a manifesting class or power points from some other source (such as the Wild Talent feat), your control over this ability is weak – you may only gain psionic focus once per day. If you do have a power point reserve already, this trait instead increases that reserve by 1.

Child of Lightning
Nothing has ever felt as right to you as being outside during a thunderstorm. For as long as you can remember, you have felt a kinship with the lightning; the tingle across your skin in the presence of electrical energy is what life itself feels like to you. The Red Redoubt calls to you like a beacon, for it is said that Karamoss channeled that force into his creations, both in combination with and somehow beyond pure magic, and you wonder if you might somehow gain that same affinity yourself. Whenever you cast a spell or manifest a power that deals electricity damage, you gain a +1trait bonus to the amount of electricity damage dealt.

Numerian Savant
The “machine mage” Karamoss gained his unusual abilities by studying the mysterious Silver Mount in Numeria, a mile-high metal mound that is all that remains from what might have once been a vessel from the stars. You have long studied the mysteries of Numeria – its strange metallic inhabitants and inscrutable implements of war among them – and you now turn your investigations toward the Red Redoubt, in search of new answers or greater secrets. You gain a +1 trait bonus on Knowledge (arcana), Knowledge (engineering) and Knowledge (psionics) checks related to Numerian superscience (including both robots and technological devices), and you begin play with a etheric reservoir, a power source for many of the technologies derived from Numerian sources.

Etheric Reservoir:

Slot -; Price 100 gp; Weight
---------------
DESCRIPTION
---------------
This small crystalline sphere, about half an inch across, is wrapped and inlaid with fine metal wiring. Two prongs extend out from each end.

When inserted into a piece of Numerian technology that requires a charge (and many do), the etheric reservoir powers the device for ten days. Once inserted, an etheric reservoir cannot be removed. Inserting an etheric reservoir is a standard action that provokes attacks of opportunity.

---------------
CONSTRUCTION
---------------
Requirements Craft Tech, creator must have 3 ranks in the Knowledge (engineering) skill; Cost 50 gp

Robot Hunter*
The secrets of tombs around the world are guarded by deathless entities of steel, stone or crystal, and you have worked hard to learn ways to deal with them. In particular, the technological secrets of Numerian science are guarded by the mysterious Gearmen who serve the Technic League, and those secrets are the ones that call strongest to you. The Red Redoubt represents a chance to explore those secrets without Technic League interference, but you are nonetheless ready for whatever might stand in your way. You gain a +1 trait bonus on weapon damage rolls against constructs; this increases to +2 against constructs with the robot subtype.

Shroud of Silence
You once had an encounter with a device or weapon left over from Karamoss’ attack on Absalom. The device exploded when you were examining it, but rather than hurting you, a strange, quiet hum “wrapped” around you, a hum that is still with you now. Oddly, though, the hum seems to absorb other sounds, and you have come to the Red Redoubt to either cure yourself of this affliction – or find a way to enhance it. You gain a +1 trait bonus to Stealth checks, and have resist sonic 2 (which stacks with other forms of sonic resistance).

Student of Shevala
You are a member of the Pathfinder Society, and in particular a protégé of Venture-Captain Shevala, the explorer who most recently mapped the upper levels of the Red Redoubt. Access to her reports and personal tales gives you a unique insight into the dangers and possibilities of the Red Redoubt. You gain a +2 trait bonus to all Knowledge (dungeoneering) and Knowledge (engineering) checks made within the Red Redoubt, and one of these skills (your choice) is a class skill for you.

In addition to the above, the following three feats will be available during the campaign:

CRAFT TECH (ITEM CREATION)
You have learned the art of disassembling and duplicating Numerian superscience technologies.
Prerequisites: Craft (metalworking) 3 ranks, Knowledge (engineering) 3 ranks
Benefit: You can create technological items using the principles behind Numerian superscience. Creating a technological item takes 1 day for every 1,000 gp in its base price. To create a technological item, you must use up raw materials equal to half this base price, and you must have studied a technological item like the one you intend to create.
You may also mend a broken technological item, regardless of whether you have studied one like it before. Such repairs constitute adequate study for the purposes of creating an item like it.
Special: You must have been exposed to research materials or large numbers of technological items with an opportunity to study them in order to take this feat.

CRAFT TECHNOLOGICAL WEAPONS AND ARMOR (ITEM CREATION)
You have mastered the art of duplicating the unique implements of war you have found that derive from Numerian superscience.
Prerequisites: Craft Tech, Craft (metalworking) 5 ranks, Knowledge (engineering) 5 ranks
Benefit: Benefit: You can create technological weapons and armors using the principles behind Numerian superscience. Creating a technological weapon or armor takes 1 day for every 1,000 gp in its base price. To create a technological weapon or armor, you must use up raw materials equal to half this base price, and you must have studied a technological weapon or armor like the one you intend to create.
You may also mend a broken technological weapon or armor, regardless of whether you have studied one like it before. Such repairs constitute adequate study for the purposes of creating a weapon or armor like it.

TECHNOLOGICAL INNOVATOR
You have mastered the concepts behind Numerian superscience, allowing you to create your own blueprints for technological items, weapons or armor without needed to copy the design from elsewhere.
Prerequisites: Craft Tech, Craft Technological Weapons and Armor, Craft (metalworking) 11 ranks, Knowledge (engineering) 11 ranks
Benefit: You can create any technological item, weapon or armor in the campaign, without the need to duplicate an already-existing item.
Normal: You need to have studied an item, weapon or armor like the one you are creating before you can craft it.

Finally, I should note that the presence of psionics in the campaign will have some other effects, most notably the addition of the Autohypnosis and Knowledge (psionics) skills. I am sorely tempted to go all-in and remove the magic/psionics transparency to really drive home the differences between the two, but I am not sure they’re worth messing with. If anyone has an opinion on that matter, I would like to hear it. I will point out, however, that Psionics Unleashed does have a few non-psionics-oriented feats that might be worth looking at (Open-Minded is kinda cool, for instance) so I encourage everyone to go take a look. Again, for reference, those rules can be found at this link.

So let’s see those concepts and get ready to do this thing!

*I so very much wanted to call this one “Blade Runner.”

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

...and I'm not sure what I should be doing with them.

They're all higher level than the PCs, at least to begin with. They've all got levels in PC classes, even. All of them but one are or have been in the past "adventurers," with all the combat capability and aptitude for derring-do that implies.

So how should I fit them into the game around my PCs?

In particular, I'm curious about things like exploration/combat CR, XP awards, and so on. Will the encounters in JR assume one or more of the NPCs will be fighting alongside the PCs? If they do, how should XP awards change, if at all? Should I plan to modify the encounters on the fly based on their presence or absence? Will the AP include indications when/how they level, or will they level at all? I assume at some point the AP will come right out and say, "PCs who take Leadership should consider taking [NPC Whoever] as a cohort!" which would resolve at least some of the issues... but also assumes the players are interested in taking Leadership, which I am loathe to guarantee.


Four Years Ago...

1st of Desnus, 4707 AR

So far, the Swallowtail Festival in the small town of Sandpoint has been a dazzling experience. Beginning midmorning with speeches from the town's mayor, Kendra Deverin, the sheriff, Belor Hemlock, and local luminaries Cyrdak Drokkus and Father Zantus (the owner of the local theater and the town's priest of Desna, respectively), the festival has been filled with singing, entertainment, dancing, games and more, overwhelming you with sounds, colors, and the sense of sustained enjoyment from a whole town coming together. The butterfly release at noon, in which swallowtail butterflies sacred to Desna were released into the air in a swirling, fluttering mass of color, was matched by the bewildering array of free dishes brought forth by the town's five taverns for lunch. The spicy smells of the Rusty Dragon's curried salmon drew the lion's share of the crowd, but the Hagfish's clam chowder, the White Deer's tuna and pasta and even the thick beef stew from the Fatman's Feedbag all earned their portion of acclaim as well.

Now, however, the day is drawing to its close, when Father Zantus is scheduled to formally dedicate the town's new cathedral, a beautiful stone and glass structure containing shrines to the six most popular deities in the region: Abadar, Desna, Erastil, Gozreh, Sarenrae and Shelyn. Buily over the ruins of the town's previous temple, destroyed in a fire five years before, the cathedral is a shining testament to the will of Sandpoint's people to overcome adversity, and the town has waited five years for this moment.

Each of you makes your way through the crowd that now gathers before the cathedral, waiting for Father Zantus to begin the dedication ceremony.


Okay guys, welcome to the game! I'm going to go ahead and start the game thread in a few minutes - post as soon as you like. I think there are still a few last-minute mechanical tweaks to make, and if anyone wishes to tie backgrounds together or the like (as was suggested for Lamsfel and Tybus, for instance), go ahead and do that as well - we can get things moving as the last details come together. I'm really looking forward to this!


I've decided that I want to run Jade Regent as a PbP when it comes out. This thread is to find four players (I already have a fifth) to get in on the story. We'll be starting soon - probably on Monday - with a prologue to get the game going; it won't be We Be Goblins, sadly, as much as I love that adventure, but will feature your own characters.

Character creation will be as follows:
* 20 pt buy
* Standard core rules races
* Any classes/archetypes from core, APG and UM (3PP material potentially allowed - I don't have a lot of it, though, so it's by approval only)
* Feats and spells from any Paizo-produced Pathfinder RPG source (with stuff from the 3.5 Pathfinder era potentially allowed - I'm mostly thinking of the spells from Gods and Magic that haven't been converted yet)
* One non-campaign Trait

Once the prologue is over, I will allow a character rebuild to bring in Ultimate Combat and Jade Regent Player's Guide material (including campaign traits).

In terms of PbP itself, my posting standards will be the same as most of the others around here: post at least once a day if at all possible (and more is better if you can) and let me know if you are going to be gone for a length of time. If we are in combat and you have not posted in 24 hours, I will act for you to keep the game moving. In order to keep combats flowing, I only plan to be overly concerned about initiative in terms of who goes before the bad guys on the first round of combat; afterward, the round will basically break on the bad guys' action, so all the PCs act, then the monsters go, then the PCs again, and so on.

I'll be taking submissions through Monday, July 18, at noon CDT. I'd prefer characters designed to work together for a full party, and every character must have some reason to be in Sandpoint.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I'm thinking that the Black Sisters need to be witches. And in a coven. With an actual hag.

So here's my thinking: the encounter as written is two CR 9 opponents, for a total CR of 11. But three CR 8 opponents would have the same CR, yes? So I'm thinking about rewriting them as two 9th level witches and a 6th level green hag cleric of Gyronna. I'm looking for build suggestions I can use for the two witches and the hag, though, to make sure they are still worthy of their CR. (I'm particularly thinking that the hag might wind up underpowered.) Anyone got any ideas?

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

So, let's say I'm a magus and I want to use my arcane pool to enhance a double weapon, like, say... a quarterstaff. How exactly does that work? The ability description doesn't call out double weapons as an exception to the general "spend a point, get an enhancement bonus" rules, but double weapons...

goes off to read the PRD to make sure he didn't miss anything

Uh... waitasecond.

Did the whole "double weapons cost double" thing get dropped from the Pathfinder RPG entirely? 'Cause the table it was on in the 3.5 SRD doesn't exist in the PRD...

Okay, so still: do I get a full +1/+1 enhancement for my quarterstaff for one arcane pool point? And while I'm at it, how much does a +1 quarterstaff cost these days anyway?

Andoran **

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

Inasmuch as there is an "overarching plot" of Season Two (even though it began at the end of Season One), it's the Shadow Lodge plotline, and I'd like to make sure my home group gets to play through that story. Can anybody provide me with a (spoiler-free) list of the scenarios that touch directly on the Shadow Lodge conflict?

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I have two copies of AEG's "Emerald Empire" awaiting shipment in my sidecart. I was hoping they would reach your warehouse before my monthly subscription shipment, but it looks as though they might have just missed the deadline this month. For a variety of reasons, I really don't want to wait until mid-late May to get them. If they are in stock now, as appears to be the case, I would like them shipped immediately. If they can be added to the pending subscription shipment, that would be great, but if not, I will happily pay the separate shipment cost to get them ASAP.

Thanks!

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I was wondering - has anyone given any thought to the mechanics (in a narrative sense, rather than a rules sense) of having the party gather at the precise place and time of the funeral, from potential starting locations across Avistan? While the story assumes that the PCs all show up at precisely the right moment, I usually begin my campaigns with a short series of individual scenes that bring each PC into the storyline. Looking at the obstacles - getting a message to the PC wherever they might be, getting that PC to Ravengro within the alloted timeframe - I find myself wondering what steps Lorrimor or his agents might have had to take to make the opening scene begin as written.

Anyone else got any insights on the question?

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

...I must ask that my Pathfinder Companion, Pathfinder Module and Pathfinder Chronicles subscriptions be suspended until after GenCon.

:(

Too much good stuff, too fast, and with too little free cash just now...

(I'm aware I will have to manually resubscribe after GenCon - I'm just promising to actually do so.)

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

I know that Dragon Age: Origins - Awakenings has me in a particular frame of mind just now, but I can't help feeling a little bit of deja vu when I consider the sidequest setup in at least this first part of the AP. Not that this is a bad thing, of course! But seriously, if my PCs were having to pick their spells and feat uses off of a radial wheel, it seems like it would just fit right in this time (and I would wonder if Paizo got bought by EA when I wasn't looking!).


I've got a couple of spots open in my Pathfinder PbP here on the boards - the characters are all members of the Pathfinder Society, and are searching out the secrets of lost temples and crumbling ruins in Varisia (and eventually elsewhere!). Currently the group has a swashbuckler, a bard, a druid (with a tyrannosaur companion) and - hopefully - a rogue. The group is short on healing and a dedicated arcanist, but any good character concepts are welcome.

Character creation guidelines:
* 20 pt buy.
* Available races are limited to the Pathfinder Core, though a good concept might persuade me to allow a 0-HD, CR +0 race from the Bestiary - maybe.
* Available classes include the 11 from the Pathfinder Core, the priest and the swashbuckler from Adamant's Tome of Secrets, and the six playtest classes from the Advanced Player's Guide beta. I have a few other resources available, including some of the Seper Genius classes, so if there's something you really want to play, we can discuss it.
* Average starting gold for a 1st level member of your class.
* Two traits, one of which should be from the Campaign list found here.

Please be able to post regularly, and please be willing to commit seriously to the game!

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

So the teamwork feats all want you to be either adjacent to an ally who has the feat or threatening the same target with an all who has the feat. As a standard action, cavaliers can give their allies teamwork feats to make such things easier. Yay! Awesome! I love it.

Except.

The Order of the Cockatrice doesn't like helping its allies. It generally would prefer not to be adjacent to its allies, and is mechanically disadvantaged when threatening the same target as one of its allies.

So why exactly would an Order of the Cocktrice cavalier ever want either a teamwork feat or the tactician class ability?

(Sidebar: Duck and Cover is, admittedly, somewhat up their alley, since it doesn't actually help the ally at all and doesn't require either character to be anywhere near an opponent. But it's a pain in the @$$ to use with tactician since it's reactive, and so doesn't really help much. Also, it's only one feat.)


The harsh winds have blown across the Southern desert for the entire week you have been traveling across them, the relative safety and comfort of Gem now but a distant memory. You have traveled in the cool of the mornings and evenings, resting beneath white canvas shelters during the worst of the midday heat, but the man who has hired you, a Guild mercenary named Garavel, claims you are at long last approaching your destination.

Garavel is a man of middle years, a sharp hawk nose in a sun-worn, leathery face framed by salt-and-pepper hair and goatee. Though no longer in his prime, he carries himself like a trained warrior, and he has suffered little on the journey, despite the heat and scalding wind. Around his neck he wear a curious jade torc, one that he never removes, but he will not speak of it to anyone. Garavel is a cold and humorless man, seeming intent solely on getting his cargo – that is, you – to his mistress, the Guild factor Almah Roveshki.

Other than Garavel and a pair of pack mules, you are the only members of this “caravan,” and you have wondered whether such a small group was asking for trouble from the raiders – Dune People and hyena beastmen – rumored to travel the area, but so far, your journey has been quiet, with only the Sun’s piercing gaze to threaten you.

Unfettered Silhouette:
Three of your gang members are already “undercover,” having been hired as mercenaries with Almah about three days before you left Gem. They are presumably with Almah now, wherever it is Garavel is taking you. The rest of the gang is following about half a day behind, and they have had trouble with raiders, hyena beastmen attacking at night. Your group was able to drive them off with only minor injuries, however. That might be why your trip has been so quiet.

Auric:
You happen to know that three members of the Company of Talik are already in place with Almah – you are the final member of the group being brought in to serve her plans, whatever they might be. As far as you know, they will be under your command, if such a thing should come up.


Yes, that's right, I'm going to run Legacy of Fire in the Exalted setting and system. I already have three players, but would like two or three more. Familiarity with the Exalted rules is a definite bonus, and access to at least the core rules is a must.

If you've got what it takes to show the Unconquered Sun you deserve to be among his Chosen, let me know here!


Okay, let's see what we've got here.

To begin with, I'd like the PCs to all be heroic mortals. We'll be following the heroic mortal character creation given in the Exalted core, with the following exceptions:

* PCs begin with three (3) Favored Abilities. They can have no non-Favored Abilities rated higher than the highest-rated of these three Abilities, and they must have at least 2 dots in each.

* You may, if you wish, begin play with an Awakened Essence. This costs 7 bonus points, and gives you an Essence pool equal to (Permanent Essence) x 10. The first (Permanent Essence) x 3 motes of this pool may be accessed normally; Essence beyond that requires the expenditure of a Willpower point. Having Awakened Essence means you may attune Artifacts and Hearthstones.

* Essence cannot be raised higher than 1 at character creation, however.

* In addition to the standard allotment of Background points, I plan to award two (2) additional Background dots based on your PC's reason for being part of the story. The relevant information is this:

The Guild has decided to reopen a lapsed trade route between Gem and the Lap, the key component of which was a large town called Kelmarane, at the base of the Pale Mountains between the two cities. The city suffered some ill-defined calamity roughly 20 years ago, and rumors claim that it has been overrun by bandits, slavers and hyena-like beastmen in the meantime. The Guild, in the person of their representative Almah Roveshki, have decided to reclaim Kelmarane, which means clearing it out and reestablishing the basics of civilization there.

So the question that needs answering is: why have you joined with Almah's group on this quest? Some possibilities include a connection to Kelmarane of some kind, a link with Almah, a history with the hyena-men, or something else entirely. Give me a good story and get 2 background dots!

* Finally, I have a fairly large library of Exalted books, though I haven't picked up many in the last year or so, so most of Second Edition is on the table; just ask if there's something you want.

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

So we've finally seen a post-spiked-chain-nerf reach/non-reach weapon, and it's pretty clear that the design team really thinks that simultaneous access to both adjacent and non-adjacent squares is a problem for weapon design. The urumi - currently unmodified by PFRPG sources - is clearly superior to the dorn-dergar in just about every way possible. So should we expect to see an urumi nerf in the coming books? What about other weapons with similar abilities? Where are we headed here?

Andoran

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Card Game, Companion, Modules, Pawns, Roleplaying Game Subscriber

So I was all excited about the idea of an Inquisitor of Sarenrae, driven to destroy the minions of Zon-Kuthon in a classic war of light versus darkness.

And then I realized that the Sun domain doesn't do a darn thing for inquisitors until level 8.

Given the iconic image of "bringing light into the darkness" that an inquisitor seems to be working with, could we perhaps see some kind of special exception or rules made for Sun inquisitors?


Benny:

Spoiler:
It begins with a letter:
“Mr. Nomura,
You don’t know me, but I need your help. I’ve been looking for those with ‘special’ family backgrounds to join me in a task of vital importance – I trust you understand what I mean by that. I realize you have obligations in Los Angeles, but I believe that resolving this matter will take only a few days. If you can see your way to lending a hand, the enclosed plane ticket should cover your travel needs.
I would not ask if I had any other options. Please, Mr. Nomura. For the sake of my people and the lives of literally millions, please come.
- Andrea Morningfeather

There is no return address, but the envelope carries a Phoenix, Arizona, postmark. In addition to the single folded page of printer paper containing the letter, the envelope has a plane ticket from L.A. to Phoenix for a flight in two days’ time.

Ima:

Spoiler:
It begins with a letter:
“Ms. Jensen,
You don’t know me, but I need your help. I’ve been looking for those with ‘special’ family backgrounds to join me in a task of vital importance – I trust you understand what I mean by that. I would like to hire you for a case that is slightly outside your usual purview; I hope to prevent the need for vengeance, but there is also an ancient wrong to be righted. If all goes well, resolving the matter should only take a few days, and I can pay your usual fees. If you can see your way to lending a hand, the enclosed plane ticket should cover your travel needs.
I would not ask if I had any other options. Please, Ms. Jensen. For the sake of my people and the lives of literally millions, please come.
- Andrea Morningfeather

There is no return address, but the envelope carries a Phoenix, Arizona, postmark. In addition to the single folded page of printer paper containing the letter, the envelope has a plane ticket from San Francisco to Phoenix for a flight in two days’ time.

Trent:

Spoiler:
It begins with a letter:
“Mr. Herman,
You don’t know me, but I need your help. I’ve been looking for those with ‘special’ family backgrounds to join me in a task of vital importance – I trust you understand what I mean by that. If my efforts are to succeed, I will need to have the support of someone I can trust to help track down several key pieces of information; if that person also understands the full scope of how the World truly works, so much the better. I realize you have obligations in Berkeley, but I believe that resolving this matter will take only a few days. If you can see your way to lending a hand, the enclosed plane ticket should cover your travel needs.
I would not ask if I had any other options. Please, Mr. Herman. For the sake of my people and the lives of literally millions, please come.
- Andrea Morningfeather

There is no return address, but the envelope carries a Phoenix, Arizona, postmark. In addition to the single folded page of printer paper containing the letter, the envelope has a plane ticket from Oakland to Phoenix for a flight in two days’ time.

Xochipilli:

Spoiler:
It begins with a letter:
“Mr. Tocal,
You don’t know me, but I need your help. I’ve been looking for those with ‘special’ family backgrounds to join me in a task of vital importance – I trust you understand what I mean by that. An ancient obligation, once shouldered by your people and mine together, has fallen by the wayside, and now we face the disastrous consequences of that lapse. I realize you have obligations in Los Angeles, but I believe that resolving this matter will take only a few days. If you can see your way to lending a hand, the enclosed plane ticket should cover your travel needs.
I would not ask if I had any other options. Please, Mr. Tocal. For the sake of my people and the lives of literally millions, please come.
- Andrea Morningfeather

There is no return address, but the envelope carries a Phoenix, Arizona, postmark. In addition to the single folded page of printer paper containing the letter, the envelope has a plane ticket from L.A. to Phoenix for a flight in two days’ time.


Okay, let's do this! Talk over characters, ask questions, whatever seems to fit here. Among other things, it would be nice to see where exactly everyone is in their character creation sequence, including background and the like.


Magnimar. The City of Monuments stretches before you as you step off the docks, a shimmering two-stepped vista of white stone walls and marble columns. Around you is the working-class Shore Quarter, filled with shops, merchant’s homes, and all the necessities of daily life in any large city. Above the Shore and behind it, atop the sharp cliff called the Seacleft that divides the city in two, lies the Summit, home to the city’s governmental officials, nobles, and richest traders. Just to the north of you looms the massive Irespan, the crumbling remnants of the bridge once large enough to hold an army of giants now casting a sharp shadow on the shoreline beneath it. You have heard stories of some breed of hidden monster that lives within the Irespan’s ruins, but it is just one of the many mysteries that Magnimar – and all of Varisia – is said to hold.

Your party of newly-minted Pathfinders, equipment (and smallish dinosaur) in tow, make your way to the dock street, only to be confronted by a half-elf man in livery – marked by a rearing stag surrounded by rose vines – carrying a sign that lists your names. Despite his formal uniform, the longsword on the man’s hip shows signs of frequent use, and his build is that of a warrior. He eyes your group warily, noting your equipment and unusual companions, then bows. “You must be the ones I’ve been sent to meet,” he says, speaking only loud enough to carry over the din of the busy street. “My name is Ebrylis, and I’ve been sent to escort you to Heidmarch Manor.”


Current player list:

Dragonborn3 - druid (race unknown)
Anower - bard?
Elora - dwarf priest of Abadar
Tarlane - human rogue
Celestial Half-Porc - elf universalist wizard
Bruno Kristensen - ranger (race unknown)

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