CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Folks, I'm taking a few days off from gaming to consider whether or not to continue to support this company and its platform.
Paizo has poisoned the well with empty political virtue-signalling, and I'm deeply disappointed.
All lives matter, including black ones. To me that's not a banal slogan or a conviction that ought to be the sole purview of any one political ideology.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
"Okay." Skye nods at the suggestion to replace the ring next. "But at some point, we'll have to return here and head north to repair the damage Lemketul did to the coffins."
Before leaving, he detects magic on the pool, then dips a finger into the water and tastes it.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Skye moves the crowd still in the hallway and enters the chamber. The shaman casts burst of radiance, placing the brilliant flash of shimmering light so as to avoid his companions.
Damage vs Evil, No Save, SR Yes:5d4 ⇒ (3, 1, 1, 3, 4) = 12 Rounds Blinded, Reflex DC17 for Dazzled instead:1d4 ⇒ 3 Rounds Dazzled, if Save Succeeds:1d4 ⇒ 2
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Skye activates his wand, casting bless on the team. Then he rummages around in his handy haversack, pulling out any of the relic weapons he might have been carrying. "We've still got the wooden bow, earth breaker, and klar."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
PbP: I would be up for rotating GMing duties for this group, if that would make our 'campaign' more sustainable and lessen the burden on you, Kristin.
Cats: With multiple cats, the issue is often the smell, especially if your space is limited. Cleaning a one-cat litter box is important. And wet, canned cat food can make your home smell like a filthy, frat house after a homecoming game. Cleaning for two cats seems to more than double the work load. We often watch our daughter's two cats, I love 'em, but they're a handful to clean up after.
Games: I love the Witcher series. Have you tried playing those?
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Skye's refers to the documents Venture-Captain Valsin gave the team. "According to Lumketul's entry in the Chronicles and his notes, it looks like he found nothing in the 'maze room' to the west except two 'lightning dogs.' But to the east, he found a 'water room' where he looted four wooden weapons."
"Why don't we start there?" he asks, heading up the stone steps to the door in the southeast corner of the entry room.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
"Looks like it'll take about five applications of the Scavenger's Stone to fix this broken seal.
"But maybe we should restore the artifacts to their proper places, before we repair the damage," Skye wonders. "And we should make sure the ogres don't have more friends elsewhere in the shrine."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
When the ghost of Hearth Keeper asks about a map, Skye rummages around in his handy haversack. "Our venture-captain gave us a copy of Lumketul Simset's map and his notes."
The shaman shows them to the ghost. "These clues should help us restore the artifacts to their proper places."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Take 10 Knowledge (religion) for 18 "Greetings, Hearth Keeper of the Shriikirri-Quah," Skye says. "Allow me to share what we know."
"About one year ago, one of our colleagues, a Pathfinder named Lumketul Simset returned to the Grand Lodge with notes on a rather exciting discovery: a Thassilonian ruin, tucked in a remote area in the Iron Peaks in Varisia."
"However, thanks to Cousin-to-All, an ally from the Shriikirri-Quah, we learned that what Lumketul claimed was a Thassilonian ruin was, in fact, the sacred Shoanti burial site known as the Muschkal Sepulcher. Shadde-Quah leadership contacted the Skoan-Quah, which sent out their boneslayers to confirm the reports. Thanks to their efforts, we learned that Lumketul had damaged and plundered the sepulcher."
"We've returned the sacred objects that Lumketul looted: four carved wooden weapons, a bolas, a bow, an earth breaker, and a klar, as wells as a small stone statue of a wolf cub and a ring stylized as a scarab beetle."
"Our Society has also sent us here to restore the sepulcher to its proper state. Our leaders gave us an artifact, the Scavenger’s Stone to enable us to repair anything that has been broken."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Detect magic, Guidance, Take 10 Spellcraft for 10+9+1=20
Calling upon Desna's guidance, Skye examines the items Meredith hasn't yet identified. "These are cloaks of resistance +1."
He pockets one of the potions of cure light wounds, happy to give the rest to his companions.
Then he helps Quang Chi clear away the animal bones and rotten viscera obscuring the large stone plate set into the floor. "Looks like something's written on it. Anybody able to read it?" Linguistics:1d20 + 2 ⇒ (5) + 2 = 7
If no one can decipher the script, the shaman retrieves his wand of comprehend languages and activates it.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Skye kicks himself. I really need to spend some time studying humanoids and their many variants.
"Heaven's leap?" Skye offers to get Caller as close to clobbering range as the enlarged man would like to be.
If the battle oracle indicates his assent, Skye calls upon his spirit’s abilities. His eyes turn pitch black and the colors around him drain for a brief moment, as he creates tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole.
Heaven’s Leap (Su): As a standard action, the shaman can designate himself or a single ally that he can see who is within 30 feet of him. He can move that creature as if it were subject to jester’s jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
During the overland trek to the sepulcher, Skye asks, "Would someone else prefer to carry the Scavenger's Stone?"
Inside his handy haversack, the artifact doesn't seem to be a terrible burden.
When the sepulcher comes into view, Skye prepares himself for what may lie ahead. The shaman casts barkskin, false life, and heightened awareness on himself.
Temp HP:1d10 + 6 ⇒ (5) + 6 = 11
Skye nods in agreement, when Frankie whispers a warning. "Lumbering footsteps and strange crunching sounds from somewhere just inside the sepulcher."
He draws his wand of bless and activates it, before stowing it again. (35 charges remaining)
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Relieved that the quahs have agreed to let the mission proceed, Skye sits down on a comfortable stone next to the crackling fire. Perched on a nearby ledge of the cave, Sova keeps a wary eye trained on Memory Tender's vulture.
The shaman digs around in his handy haversack and the pockets of his robes, drawing out his waterskin, pipe, and pouch of Shoanti Special Blend No. 7. Pulling a branch from the fire, he uses the burning ember to light the pipe and takes a long pull with a pleasant gurgling noise. Closing his eyes for a few seconds, he releases his breath in a blue-gray smoke ring.
Holding forth his pipe, Skye smiles at his companions and the gathered representatives of the quahs. "Smoke?"
The shaman approaches the portly man clad in a cloth tunic and cloth shorts, wearing handwraps and sporting a man-bun.
"Greetings, Lake-at-Dawn," Skye says with a bow. "I am Skye, a shaman of the Lyrune-Quah, though my ancestors were Jadwiga white witches from Irrisen and Kellids from the Realm of the Mammoth Lords. The Shoanti who took me during a raid eventually adopted me, accepting me into the quah and training me as a shaman and guiding me along the spiritual path of Mother Moon."
He points his chin in the direction of the holy Shoanti relics. "We have returned what was stolen from you and convey our apology for the transgression of one of our Pathfinders."
"We accept responsibility for that sin, and seek to atone by restoring the damage to the sacred site of the Muschkal Sepulcher. We seek your blessing in this endeavor."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
It might make sense to go after the lowest hanging fruit first, Frankie leading the way with Memory Tender, then Quang Chi taking the lead with Togimal-in-Shadow, saving as many guns as possible for Payah, with Caller, Denair, or Serge leading and the rest of us using the Aid Another action.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
"Feels like we're runnin' outa time, guys." He considers what to do. "Maybe we should focus on one of 'em at a time."
"Frankie, you've got the gift of gab. Maybe you could bullsh - er, bluff (+16) - Memory Tender with one of your tall tales or fabulous fibs. Wanna give it a try?"
"Quang Chi, your excellent survival skills (+11) might convince Togimal-in-Shadow. Maybe Meredith can aid you (+8)."
"Or you could try to use your knowledge of history (+6) to help Frankie with Memory Tender."
"Seems a show of muscle and teamwork (+2 to Aid Another Attempts) stand the best chance of swaying Payah-against-the-Wind."
"Caller and Serge are pretty brawny, (+4), and they chance to succeed." Skye flexes his scrawny biceps. "I'll attempt to help, since I've already done what I could with Togimal-in-Shadow and Memory Tender. Perhaps one or more of you guys could aid us as well?"
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
*EDIT* Casting Heightened Awareness before making Knowledge checks, please.
Having already shared with the team the various ways to influence Togimal-in-Shadow, Skye considers what his companions have to say about the other Shoanti elders.
"I'll go talk to Memory Tender."
He approaches the stout, tattooed woman. "Greetings, Memory Tender," Skye says with respect. "I am Skye, a shaman of the Lyrune-Quah." Perched on his shoulder, a snowy owl flaps her wings, exposing the downy feathers of her breast, accurately reflecting the stars that would be visible in the night sky. "This is Sova, my companion and spirit animal."
"Your vulture companion and your tribal markings are powerful totems of the Skoan-Quah," he observes.
"I was born in the borderlands between Irrisen and the Realm of the Mammoth Lords, the son of an exiled jadwiga White Witch and her Kellid lover from the Night Hunt following." He shows Memory Tender his stone fetish. "A saber-tooth tiger, my spirit animal guardian."
"As an adolescent, I was taken prisoner from a trade caravan out of Irrisen by a Shoanti raiding party. Later, my captors, the Lyrune-Quah, adopted me."
He indicates the sacred relics the team returned to the Shoanti and shows her the egg-shaped rock that emits a warm, red glow. "We hope to repair the damage to the Muschkal Sepulcher with the help of this Scavenger’s Stone."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Skye mutters another prayer to Mother Moon and makes his way again over to Togimal-in-Shadow.
"If you've a moment, I'd like to show you something interesting." He displays his wayfinder.
"This is a wayfinder, a magic tool used almost exclusively by members of the Pathfinder Society, so much so that the small device is a calling card of sorts for the explorers and chroniclers known as Pathfinders."
"The device functions primarily as a magnetic compass," Skye demonstrates. "And they can can emit light when instructed." He shows Togimal-in-Shadow how to activate it.
"It contains at least one slot that fits an ioun stone, and magical wires that channel and amplify the stone's power. Such augmented ioun stones conflict with each other, preventing someone from holding multiple augmented wayfinders, though some wayfinders have multiple independent ioun stone slots. When a wayfinder includes an ioun stone in this manner, it also reveals new behaviors that vary between wayfinders and ioun stones."
"Wayfinder designs are derived from ancient Azlanti artifacts, and a few such Azlanti devices still exist. While most experienced magical crafters can build a new wayfinder, many date back decades or even centuries and are handed down across generations."
"Most modern wayfinders are manufactured in the Pathfinder Society's Oppara Lodge, by the lodge steward and arcane crafter Muesello."
Skye hands her his wayfinder. "Please, accept this as a gift. May it help you navigate the best course for our people of the Lyrune-Quah."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Returning to his companions, Skye shares what he's discovered about Togimal-in-Shadow. "The surest way to impress Togimal-in-Shadow is to demonstrate your hunting prowess, or demonstrating an understanding of the Lyrune-Quah’s history of hunting, or showing general knowledge of wilderness survival and navigation."
"I'd like a chance to sway Togimal-in-Shadow." He looks back at the representative of the Lyrune-Qhah. "Kinda my sister-brother from another mother."
Skills to Influence:
Profession: Hunter (Easy Difficulty)
Knowledge (local or geography) or Survival (Moderate Difficulty)
Diplomacy (Hard Difficulty)
+9 Survival to show general knowledge of wilderness survival and navigation with Survival.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
After a prayer to Mother Moon for guidance, Skye approaches Togimal-in-Shadow, who reminds him of Ally Sheedy in Breakfast Club.
"Greetings Togimal-in-Shadow. I am Skye, a shaman of the Lyrune-Quah." He introduces himself to the Shoanti leader with respect and appropriate humility and deference. "The Pathfinder regrets the actions of its agent Lumketul Simset and his deceit. We wish to make amends and right this wrong and restore the sacred Shoanti burial site known as the Muschkal Sepulcher."
"Lumketul cut ties with the Pathfinder Society over a year ago. We seek Lumketul and will hold him accountable for his thoughtless actions and accept no excuses."
Skye empties the sack with reverence for the objects it contains, four carved wooden weapons mounted on simple bases: a bolas, a bow, an earth breaker, and a klar as well as a small stone statue of a wolf cub and a ring stylized as a scarab beetle. "Lumketul took these from the Shoanti. And we return them to the Shoanti as a gesture of goodwill and our first step towards atonement."
"Venture-Captain Ambrus Valsin also gave us this." He shows her, er, him, er, the person-who-prefers-third-person-plural pronouns the egg-shaped rock that emits a warm, red glow. "it’s a Scavenger’s Stone - if you touch it to a broken object, it will gradually repair it. It won’t last forever, but it should have enough magic left in it to restore the damage done."
Guidance, Sense Motive for Discovery (Influence):1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
"Can you tell us anything about Togimal in Shadow?" Sky asks the two Shoanti leaders. "Though I was adopted into the Lyrune-Quah and trained as one of their shamans, I don't think we've ever met."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
I made that mistake once. I'd come home after a long run. Took a hot shower, then rubbed a generous amount of capsaicin cream over my aching feet, shins, and calves.
Still in my bathrobe, I grabbed a cup of coffee and sat down in something like a seiza-style position to watch the morning news.
A few seconds later, I leapt from the chair, shrieking in burning pain. I raced to the shower to wash away the cream from my holy-of-holies. That only made it much worse.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Diplomacy:1d20 + 12 ⇒ (1) + 12 = 13 "Greetings, Cousin-to-All. Rollicks-in-Waves." Skye flashes them a two-fingered sign of peace. "I am Skye, shaman of the Lyrune-Quah." He reaches out to embrace them in a bro hug.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Knowledge (local) Untrained re gifts:1d20 + 1 ⇒ (8) + 1 = 9 "The Shoanti who raised me were raiders, reavers. They captured me during a raid on a trade caravan. If we've got something they want, they won't be bashful."
Skye hooks a thumb at Serge. "We'll probably just have to rely on the Paladin's charm and good looks."
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
"The confusion is entirely understandable, Quang Chi." Skye rubs his temples. "Golarion sensibilities being what they are, humanoid gender is not considered a genetic or biological trait."
"One solution - probably proposed by some overfunded and overprivileged pesh addict somewhere in Taldor - was to 'simplify' things by using non-gender-specific third-person plural pronouns. "
"It varies from culture to culture. In some places, your identity is determined by whether you're on the 'giving' or the 'receiving' end of things, so to speak." The shaman ponders two hares rutting in the bushes nearby. "Thank goodness, the rest of Nature doesn't seem to give a crap, and goes about its business as it always has."
Skye takes another gurgling pull on his pipe. Although I did have a dog once that was deeply confused about its gender...
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
"Are you one of them inquisitor types, dude?" Skye asks the little guy. "Don't judge me, bro."
"My weed makes you mellow, man." He shrugs, indifferent to the criticisms of the ignorant. "Opens your mind up to all kindsa possibilities."
"And it kinda makes you hungry, too," he says, rummaging around in his pockets and pulling out some dry rations. "Where'd I put that Chelaxian salsa-guacamole, the one Zarta made me?"
Skye was born in the borderlands between Irrisen and the Realm of the Mammoth Lords, the son of an exiled jadwiga White Witch and her Kellid lover from the Night Hunt following. He carries a stone fetish resembling a saber-tooth tiger, representing his spirit animal guardian. As an adolescent, Skye was taken prisoner from a trade caravan out of Irrisen by a Shoanti raiding party. He was later adopted by his captors, the Lyrune-Quah, the Moon Clan of the Storval Plateau in Varisia.
His midnight blue eyes sparkle like starlight, and he exudes an aura of otherworldliness. When he calls upon the Spirit of the Heavens, his eyes turn pitch black and the colors around him drain for a moment. Skye’s familiar, a snowy owl he calls Sova, might not be often seen, but she is never far from him. Sova is half-blind during the day and a bit clumsy as a result, but she’s at her primal best at twilight. She can also be a bit absent-minded, but Skye loves her all the more for it.
---
Having heard he'll be joining a mission heading north into Shoanti lands, Skye recalls what he heard while serving as a shaman among the Shoanti of the Lyrune-Quah.
When he meets the rest of the team in Venture-Captain Ambrus Valsin's office, he shares a few pertinent tidbits.
"Some of you probably know that the fierce Shoanti are spread throughout the Storval Plateau in northern Varisia, where they eke out a living in harsh, inhospitable conditions."
He pulls a pouch of tobacco from his belt, digs around in his robes, pulling out a cylindrical pipe, and grabs his waterskin from his handy haversack. He fill the pipe with water and packs in a fair amount of tobacco, then fires it up, taking a long, gurgling pull. He holds it a few moments, before releasing his breath in a large, blue-gray smoke ring.
"But you might not know that the Shoanti formerly inhabited much of southern Varisia, until they were forced northward into the Storval Plateau after bloody conflicts with Chelaxian colonists. This violent history has led to many Shoanti being mistrustful of outsiders."
"Shoanti Special Blend No. 7." The shaman offers to pass the pipe around. "I grow it in the flowerbeds of the Dark Archive."
"Despite seeming xenophobic, Shoanti are not completely closed off. Many outsiders have been known to join their ranks, but only after a history of demonstrating loyalty to their clan and dedication to its principles."
"Oh, I'm Skye," he adds, having forgotten his manners. "'Ssup?"
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
*RETCON*
Skye pulls his head out of his fourth-point-of-contact and calls upon the Song of Spheres. Stardust materializes and settles upon the creature, causing it to shed light like a silver candle.
(-2 on attack rolls and sight-based Perception checks for 3 rounds. No save; SR Yes.)
Stardust (Sp):
As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
I totally screwed up. (Skye doesn't even have silence prepared.) Cranking out too many posts in too many scenarios in too hurried a fashion.
If you'll permit the retcon, Skye would have used blindness vs a creature using gaze-attacks.
*EDIT* He knew they are undead, so no blindness. He'd use his stardust ability. -2 on attack rolls and sight-based Perception checks for 3 rounds.
Stardust (Sp):
As a standard action, the shaman causes stardust to materialize around one creature within 30 feet. This stardust causes the target to shed light as a candle, and it cannot benefit from concealment or any invisibility effects. The creature takes a –1 penalty on attack rolls and sight-based Perception checks. This penalty to attack rolls and Perception checks increases by 1 at 4th level and every 4 levels thereafter, to a maximum of –6 at 20th level. This effect lasts for a number of rounds equal to half the shaman’s level (minimum 1). Sightless creatures cannot be affected by this ability. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier.
You find yourself in a small town known as Fentonville, population 727 in northern Nirmathas. The town is bustling with activity as another caravan has arrived from Lastwall. This small town has been ravaged by a war with undead hordes and demons. Thousands of the most vile creatures emerged from the deadliest dungeon ever unearthed: Rappan Athuk, sent by it's master - The Prince of Undead, Orcus.
The northern reaches of this wilderness kingdom, with all of the caravan activity, fertile land, plentiful game and nearby seaport has been vigilant at defending it's self and lawlessness is no longer tolerated. This is an unfortunate recent development for pirate Sea Captain Jack who was captured.
I purchased AAW's, Rise of the Drow's - Prologue: the Darkness Arrives yesterday. I noticed on the confirmation email that the PDF does not get added to my downloads until the book ships. Unfortunately, the book is not expected to ship for 5-10 days. Why is there a delay on the addition of the PDF to my downloads?
"Rule the Razor you say? A fool’s ambition. The subtleties and perils of this realm are manifold. Land and sea murder at the whim of ancient gods. Men’s smiles hide a thousand knives. Those fooled into believing that the Kraken’s tentacles are more fearsome than its insidious and far reaching schemes soon find themselves cruelly enlightened – usually moments before calamity claims their souls. The Razor is too vast, its terrors too multitudinous, for even the bravest adventurer to conquer. It won’t stop them from trying though, and that means good business for me. I thank the gods daily for sending so many fools into this world.”
— Saldrin Seaheart,
local guide and purveyor of “adventuring supplies”
Welcome aboard and congratulations for your selection.
I run an active game that has plenty of twists and deviations, role-playing galore and did I mention complex layers of battle? Simply put, you will get out of the game as much as you put in. If you are engaging and like RP, you should have a fantastic time. If you like combat you will be satisfied, but I do like more that mass dice rolls. Play the role, do not simply roll the dice.
I hope everyone has fun, this is should be an exciting adventure. I use maptools and post frequent maps. I try to be attentive to the game and I post both consistently and frequently. Although this is a supplement adventure module based on the Razor Coast setting it can be run independently from the overall campaign setting, and you don’t need to have RC materials. I’ll make some adjustments along the way to challenge the party and add a flair of DM creativity.
Here are a few DM boons, in addition to those previously given at recruitment, to add to your sheets:
(2) CMW 2d8+7
(1) CSW 3d8+10
(1) Handy Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)
What time zone is everyone in? I’m in the eastern.
Remember the number one rule to a successful game is: Communication. Let everyone know if you are going to be offline.
"Gather 'ere you foolish scallywags and list'n up. There be wretched creatures as big'n as this tavern, twice as wide too, that'll swallow ya whole out there under the sea, but that's a better fate than those sailors cursed wit' the black spot. Some say it's a curse from th' Demon Below other's say it a mark of a traitor, but mark me words, those bearing the judgment of the ace of spades... doom all t'death."
"The Black Spot" An adventure of extradimensional depravity for four to six 5th level PCs to Explore the wreck of The Flying Fortune, a ship impaled on the exposed tip of an underwater mountain with a waterfall of gold coins spilling from her shattered hull. Unravel the mystery of her vanished crew—the bloodstains, the shredded decking. Discover a dank and gaping hole in the stone peak that pierces the Fortune. Is it a natural opening? Or a tunnel crafted by arcane engines? It leads down, that much is clear. Down inside a hollow, underwater mountain—all the way to the ocean floor.
Build rules:
Point Buy 20 No score below a 9, before racial adjustment. You will be expected to play any score less than 10 in character.
Races: Core Only
Traits: 1 APG traits.
Feats: Let’s not have crafting feats unless it is scrolls. If you are a spellcaster you can have up to 1500 of your starting gold in self-made scrolls.
Skills: Bonus class skill: Profession Sailor and Swim. Everyone gets 1 rank plus the class skill bonus of 3.
Second Wind ability: twice per day you gain the innate ability to heal 1d4+1 Hp, as a standard action.
Everyone’s base begins: 5 Class levels. (No summoner, alchemist, gunslingers, or arcanist) I will permit the unchained barbarian, monk, rogue.
Alignment: Any, but you need to be able to work with the party.
Hit Points:Max HPs level 1 and 2, roll for levels 3, 4, and 5 on the recruitment board. Reroll 1's.
NOTE:The party really could use either a rogue or a bard archeologist with this adventure.
Adventure set up
You find yourself recruited to come aboard The Sealord’s Blessing, this is a business relationship. Captain Riggs hired you on as experienced adventurers there for gain and the ship’s security contingent, providing protection against buccaneers and sea beasts and his unscrupulous backstabbing trade partners. He is concerned that his ship is in danger as he conducts business throughout the Razor Coast. He offers you each 1000 gold at journey’s end.
About me
A little bit about me, Baldwin the Merciful, the DM. I'm quite experienced at running PbP games, in fact, 3 of the top 19 most posted in games are mine: COT #3 (26,000+ post), Razor Coast #11 (12,000+ posts, and Rappan Athuk #19 (9,800+ posts), and I've completed several other single shot games. This game is intended as a single shot game, but could be extended into the Razor Coast campaign setting. At this point in time, I do not expect you to get beyond 5th level unless I extend the the game.
Expectations
I'm looking for at least 2-3 posts a day, this will be my moderately paced game, that means it will be active daily until it is completed (anticipated 2 to 4 months). I read applicants posting history of games, if you tend to drop or go MIA please don't bother applying, I won't select you. If you are new to the game boards don't let my last statement ward you off, I like to keep one or two new players, playing it forward.
Tell me if you are familiar with the Razor Coast Setting and/or this module: Black Spot. I just need to know how much I have to modify.
Anticipated Game Close
I'll keep this open until 8:00 pm, Thursday, August 13th. If this is modified I will post (3-6 hour) notice.
Houserules:
1. I do not retcon actions. I keep a brisk game pace. It becomes problematic for me to redo actions and consequences. Sorry.
2. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.
3. Roll HPs after level 2, reroll 1’s.
4. Just because something appears in a book does not make it automatically available for game play.
5. I will occasionally make an error in a rule interpretation. If that happens, cite the rule link for reconsideration. I will often, but not always, adjust the results. Just because something is arguably RAW does not make it automatically acceptable in this game. Please do not be a rules lawyer and argue every point that gets tedious.
♫ ♪♫We be Lick toads! We make raid!
Put the longshank s to the blade!♫ ♪♫
♫♪ ♪Burn them up from feet to head,
Make them hurt, then make them dead!♫
♪♫ ♪Cut the parents into ham,
Smush the babies into jam,
All the rest in pot get stewed,
We be Lick toads - you be food! ♪ ♪ ♪ ♫
Adventure Background
When the goblins of the Licktoad tribe in Brinestump Marsh discovered that one of their own could write, they had no choice—they ran him out of town, tore down his hut, and burned all of his stuff. Writing, after all, is bad mojo, since it can steal words out of your head and thus snatch away your soul. Yet while even the exiled goblin’s name is now taboo (he’s known today only as “Scribbleface,” after the Licktoads branded some of his precious words onto his forehead and cheeks to punish him for breaking custom), the wonders the goblins found in his house were significant.
For Scribbleface had kept more secrets than his writing. Before the rest of his belongings were claimed or burned, the Licktoad goblins found a large trunk that contained several items of interest. To the majority of the tribe, it was the cache of exotic fireworks in the trunk that was the most impressive, but to the leaders of the tribe, it was the intriguing map (one that, fortunately, contained no writing—only nice, safe drawings and dotted lines). This map showed the extent of Brinestump Marsh, including the route from the Licktoad village to an old shipwreck near the coastline that—according to the drawings on the map—contained many more crates of fireworks. How Scribbleface had come into possession of the fireworks, the map, and this knowledge in the first place was largely irrelevant to the goblins, for if the spot marked on the map were to indeed lead to more fireworks, the Licktoads would be unstoppable! Or, if not unstoppable, at least they’d be more firework rich! Think of all the longshank houses they could burn down with a big supply of fireworks!
How to Join
•Pre-generated goblins: In your application, please name the goblin you want to play and write an original Goblin Song.
•Create your own goblin: 15 point buy, level 1, core classes only (no Wizards, you heard what they did to Scribbleface), 1 traits, average starting wealth for class, original Goblin Song.
I will be choosing players by the best song.
Pregenerated Characters:
Reta Bigbad:
Female goblin fighter 1
NE Small humanoid (goblinoid)
Init +3; Senses darkvision 60 ft.; Perception +9
Defense
AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 13 (1d10+3)
Fort +4, Ref +3, Will +1
Statistics
Str 13, Dex 17, Con 14, Int 10, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 14
Feats Dog-Sniff-Hate, Skill Focus (Perception)
Trait Balloon-Headed
Skills Perception +9, Ride +11, Stealth +11
Languages Goblin
Combat Gear potion of cure light wounds, potion of spider climb
Other Gear leather armor, dogslicer, shortbow with 20
arrows in a quiver decorated with dog ears, lucky pet
toad (“Spotol”), jar of pickled halfling toes just about
ready for eating (equivalent to 1 day’s trail rations),
toasting fork, bridal veil, halfling ladies’ corset, 20 feet
of rope with dead moles sewn into it, small silver mirror,
jar of human perfume (half drunk), meat hook, leather
satchel, flint and tinder, set of false teeth, pocketful
of caterpillars
New Feat: Dog-Sniff-Hate
Unlike many goblins, you’re not particularly afraid of
dogs. You know what dogs smell like, and that smell
makes you mad. Very mad.
Prerequisite: Goblin, Skill Focus (Perception)
Benefit: You gain the scent ability, but only against
canines (including dogs, goblin dogs, wolves, worgs,
yeth hounds, and any similar creature, subject to GM
approval). Against these creatures, you gain a +1 morale
bonus on attack rolls and a +2 morale bonus on weapon
damage rolls.
Goblin Trait: Balloon Headed
Your head is particularly wide and large, even for a
goblin. You gain a +1 bonus on Perception checks, and
Perception is always a class skill for you. Any Escape
Artist checks that requires you to squeeze your head
through a tight space take a –8 penalty.
Chuffy Lickwound:
Male goblin rogue 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +5
Defense
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +1
Offense
Speed 30 ft.
Melee dogslicer +5 (1d4–1/19–20)
Ranged dart +5 (1d3–1)
Special Attacks sneak attack +1d6
Statistics
Str 8, Dex 19, Con 14, Int 12, Wis 13, Cha 6
Base Atk +0; CMB –2; CMD 12
Feats Weapon Finesse
Trait Pustular
Skills Acrobatics +8, Bluff +2, Climb +3, Disable
Device +8, Escape Artist +8, Knowledge (local)
+5, Perception +5, Ride +8, Sleight of Hand +8,
Stealth +16
Languages Common, Goblin
SQ trapfinding +1
Combat Gear potion of cure light wounds, potion of jump,
6 caltrops
Other Gear leather armor, dogslicer, 6 darts,
lucky pet toad (“Fat Frog”), lock of hair from
Goodwife Lotty still tied around her dog’s
paw (worn on a thong about Chuffy’s neck),
3 metal skewers, stuffed raven, pet spider
(called Stankrush) in a wire cage, 3 spare
bug cages, bottle of brine-soaked alligator
eyes (equivalent to 1 day’s trail rations),
child’s doll with the eyes taken out, grappling
hook, 3 tindertwigs, curved sewing needle, set
of thieves’ tools, cowbell (worn)
Goblin Trait: Pustular
Your face is covered in unpleasant pimples and outright
boils that have a tendency to pop at inopportune
moments. Although this makes you particularly
ugly, you’re also used to discomfort. Whenever you’re
subjected to an effect that causes the sickened condition,
you may make two saving throws to avoid the effect (if
a saving throw is allowed), taking the better of the two
results as your actual saving throw.
Poog of Zarongel:
Male goblin cleric 1
NE Small humanoid (goblinoid)
Init +6; Senses darkvision 60 ft.; Perception +2
Defense
AC 17, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 size)
hp 10 (1d8+2)
Fort +3, Ref +2, Will +4
Offense
Speed 30 ft.
Melee dogslicer +1 (1d4/19–20)
Ranged javelin +3 (1d4)
Special Attacks channel negative energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +3)
At will—speak with animals (4 rounds/day)
5/day—fire bolt (1d6 fire)
Cleric Spells Prepared (CL 1st; concentration +3)
1st—burning handsD (DC 13), cure light wounds, divine favor
0 (at will)—bleed (DC 12), detect magic, guidance
D Domain spell; Domains Animal, Fire
Statistics
Str 10, Dex 14, Con 13, Int 8, Wis 15, Cha 12
Base Atk +0; CMB –1; CMD 11
Feats Improved Initiative
Trait Goblin Bravery
Skills Ride +4, Spellcraft +3, Stealth +8
Languages Goblin
Combat Gear wand of cure light wounds (9 charges)
Other Gear chain shirt, dogslicer, 2 javelins, lucky pet toad
“Dogfinder,” squashed dried toad (his previous lucky pet
toad), jar of pickled fish heads (the equivalent of 1 day’s trail
rations), 6 torches, flint and tinder, almost empty salt shaker,
pig’s tail (snack), wooden flute (too
splintery to play for long without injury)
Goblin Trait: Goblin Bravery
You have a worrying propensity for
overconfidence in combat. When facing an
enemy that’s larger than you, if you have no allies
in any adjacent squares, your posturing, bravado, and
cussing grant a +1 trait bonus on attack rolls with nonreach
melee weapons.
Mogmurch:
Male goblin alchemist 1
NE Small humanoid (goblinoid)
Init +4; Senses darkvision 60 ft.; Perception +3
Defense
AC 17, touch 15, flat-footed 13 (+2 armor, +4 Dex, +1 size)
hp 10 (1d8+2)
Fort +5, Ref +6, Will –1
Offense
Speed 30 ft.
Melee club +0 (1d4–1)
Ranged bomb +6 (1d6+2 fire)
Special Attacks bomb 3/day (1d6+2 fire, DC 12)
Alchemist Extracts Prepared (CL 1st)
1st—cure light wounds, shield
Extracts Known detect undead, jump, reduce person, true strike
Statistics
Str 8, Dex 18, Con 13, Int 15, Wis 8, Cha 10
Base Atk +0; CMB –2; CMD 12
Feats Brew Potion, Great Fortitude, Throw Anything
Trait Bouncy
Skills Craft (alchemy) +6, Heal +3, Knowledge (nature) +6,
Perception +3, Ride +8, Sleight of Hand +8, Stealth +12,
Survival +3
Languages Common, Goblin, Varisian
SQ alchemy (alchemy crafting +1, identify potions), mutagen
(+4/–2, +2 natural, 10 minutes)
Combat Gear potions of cure light wounds (2), acid (2),
alchemist’s fire (3), smokestick, tanglefoot bag
Other Gear leather armor, club, lucky pet toad “Amfibier,”
spectacles (for show), gourd of pickled leeches just about
ready to eat (counts as 1 day’s field rations), juicy slug in a
small pot (snack), skull face mask, metal codpiece, jester’s
hat, pumpkin-head lantern, black eyepatch (with hole
cut in it to see), hard leather boot (used as belt pouch),
formula book (contains all extract formulae known)
Goblin Trait: Bouncy
Your bones, flesh, and skin are a bit more elastic than
those of most goblins—when you fall, you tend to
bounce a little better than them as a result. Whenever
you take falling damage, the first 1d6 points of lethal
damage suffered in the fall are automatically converted
to nonlethal damage. You also gain a +2 bonus on all
Reflex saves made to avoid unexpected falls.
Note: I will complete this module. If you look at my profile you'll see that I run, and have competed, several games. I've successfully competed the entire COT AP; I've completed two short modules (one last week); I have a long running Rappan Athuk campaign; and I'm also running a successful Razor Coast Campaign. Simply put, I'm not going to disappear barring some sort of emergency.
I use maptools for mapping. I would like two posts a day and I'm aiming on finishing this module in 30 days or so. I will roll initiatives and look at my other games to see how my combats run. Communication is key to any successful game. Newbies are encouraged to apply. No PFS credit given.
If you have a history of dropping or disappearing from games please don't apply.
If this interests you, write your goblin song.
I'll keep this recruitment open long enough to get the positions filled and some fun songs made, but I'd like to close it out by Saturday or Sunday. This is subject to change.
Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.
Chimera Cove lies at the southern tip of a rocky and storm-swept cape projecting into the Inner Sea, in a no-man’s-land between the great nations of Cheliax and Andoran. The three islands sitting just off shore do little to block the sea’s relentless swells, but they do effectively anchor the persistent coastal fog, making local navigation perilous. The fishermen who settled this grim seashore decades ago have a knack for maneuvering their catboats to and from their spindly docks, but no merchant ships dare use the treacherous cove, even with a launch. Few outsiders find the settlement’s steady decline in recent years surprising, wondering only at why the place was ever founded.
This is the private recruitment thread for Treasure of Chimera Cove.
I was asked to run a one shot game that featured characters from the ACG, so here's the private recruitment page. Sorry this particular game already filled. I would like to sample the playability of classes to see if they are over/underpowered.
Point Buy 20, plus your 4th level Stat bonus
No score below a 10, before racial adjustment.
Races: Core only
Classes: ACG only
Traits: 1 trait from the APG
Everyone’s base begins: At Level 6. Full HD for level 1 and 2, roll for levels 3 - 6. Reroll 1's.
Starting wealth: 16,000 gp. You can have no more than 5000 GP in any one item.
Alignment: No real alignment restrictions, except you must work well together.
Ability scores and Skills: Explain how you arrive at your ability scores and skill totals. This makes it easy for me, so I do not have to deconstructive builds.
I would like this to be relatively fast paced game especially since it is limited to this one shot.
You are among the bustling dock trying to buy passage out of Westcrown before the invasion.
Westcrown itself is chaotic, Thrune has sent its most revered General with a fleet to quash the civil unrest that has been stirring for over a year. Throngs of soon-to-be exiles are seeking passage out before the imposition of martial law; they care not for where they go, most simply willing to pay a king’s ransom for a short passage out of the threatened area.
In the harbor sits, one of the last ships which is a three-mast carvel teeming with passengers lugging chests and bartering with an unscrupulous looking officer at the end of the gangplank. ”Ain’t g’t the duh, ain’t got passage…now be off you leaper, go b’fore I club ya like a shark.” A family turns away from the man, clearly distraught with fear.
The husband can be heard cursing loudly as he passes though, ”Damn that Brotherhood, things were just fine before they meddled in the City’s affairs.' He tries to reassure his family. "We’ll be alright.” The docks are swarming in bedlam.
”Y’got a hefty purse and I’ve some spots on Mother’s Blessing,” the harsh voice jabbers at the crowd. He begins to point at people in the crowd, ”It’ll be tight but got me room fer a few.” His finger points to each of you in the crowd.
I'm providing this information so you, as a potential player, know that you are getting a GM that is committed, consistent and reliable.
I'm currently gathering an interest check in running a Razor Coast Campaign. I would be looking for 5-7 players, although I already have at least one or two potential players.
A little bit about Razor Coast:
The Razor Coast has drawn men to madness and slaughter since the world was young. Tulita natives, born from the same fire as this jagged coast, claim the Razor existed long before the world’s other lands. It is a crucible of flame cooled by the ocean’s caress and its mountains, reefs, and lightless depths teem with as many terrors as lustrous spoils. The Razor bucks the trappings of civilization in much the same manner the storm-tossed sea spurns the men who dare mount her. This is no place for the weak-willed. Untested souls are food for its storms, its fickle gods, its ancient spirits, and the evil predations of unfathomable creatures. No less dangerous are the men who make the coast their home and whose dark desires put most horrors to shame.
Every year another colony of hopeful settlers springs up, only to be silenced by the unforgiving landscape or butchered by fearsome tribes of monsters lurking just beyond the tree line. Yet still the colonists come in their hundreds, lured to the coast’s riches: its kava, its jocas fruit and koa wood, to name but a few. All treasures worth twice their weight in gold and all ripe for the picking along the Razor. Mossy placards emblazoned with the bold names of these colonies’ founders are the only testament left to their brief, prideful existence. The last chapter of their story is now told in dust and ash.
Port Shaw is the only survivor. The town clings to the coast like the sea’s most stubborn barnacle, impossible to scrape from the Razor’s edge. At times it limps along, vexed by demons, angry gods, cannibal tribes, dread pirate armadas and worse; but at present the city thrives as foreign vessels flock to its harbor, their holds hungry for whale oil and other treasures.
Port Shaw menaces and delights in equal extremes. Treasures and pleasures abound in this whaling boomtown, but evil and abandon take almost every soul who comes her way. This playground of pirates is ruled by the crushing fist of the Municipal Dragoons and filled with both the ancient curses of the coast’s Tulita natives and dark secrets of its own. It is an easy place to die, and a town where countless legends are born.
- Reiker Glassgrinder, accredited naturalist of the
Guild of Cartographers and Explorers
-------------------
I'm not looking for builds yet - as I'm gaining interest first - but two classes that I know I will not permit are alchemist and summoner. If guns are permitted they will be rare, so keep that in mind.
I'm sure most will have build questions, my thoughts are to begin at level 4 with a pre-adventure. This will be a homebrew beginning. I'm not really looking for builds, just interest right now. I will post more on the beginning build stats after I gain interest (if there is interest).
The plot of Razor Coast is non-linear, but the campaign has a trajectory because its major villains work hard to drive sinister plans to fruition. That being said this is a sandboxy type of campaign that can go in many directions. This works perfectly with my DM'ng style.
I'm not sure where to post this, or to whom it should be addressed to, but I received a private message today that appears to be spam. This has not happened before, so I'm not sure how Paizo handles this type of issue.
The message allegedly comes from a person serving in the US military overseas and the author reportedly "needs ...[a] source of contact for an urgent purpose. For security reason, Reply asap once you read this for more info."
I did a quick search and did not find this topic discussed.
My adventuring group killed an Adult Bronze Dragon and we would like to sell the body for armor, spell components, nick-knacks, dragon kabobs, and whatnot.
What is fair value and how is that determined?
There is no issue on transporting it; it's already on our ship.
I see from the RC discussion that the kickstarters have begun to receive their hardcover books. I did not order through the kickstarter program but rather placed two orders through Paizo in May and June respectively.
Have you received the books and when do you expect the shipment to depart your warehouse?
You find yourself in a small town by the name of Fentonville, population 727 in northern Nirmathas. The town is bustling with activity as another caravan has arrived from Lastwall. This small town is a mecca, in the northern reaches of this wilderness kingdom, with all of the caravan activity, fertile land, plentiful game and nearby seaport.
You each see some help wanted signs posted around the town:
GOOD COIN PAID! Seeking trustworthy guides and cartographers. Meeting 3:00 o’clock at Featherton’s Guides. FREE MEAD!!!
Welcome to the RA game. Several of you appear to be relatively new to PbP games, don't worry I was too about 10 months ago. It was tough decision on which characters to choose, and I'm going with a slightly larger party. Why? The decision was hard; the campaign is a tough; and I've run 7 and 8 people in my COT game, so it's nothing new to me. We will at least give it try to see how everyone gets along and the posting tendencies.
Hope everyone has fun, this is one bear of dungeon.
Take some time and review the campaign information tab, I have useful information there and I do update it with semi-important information.
I use maptools and post frequent maps. I try to be attentive to the game and I post both consistently and frequently. Although this is a massive surrounding area and dungeon crawl, that would drive me nuts to run straight, so I'm bound to break it up with some side tracks and RP when I can.
Here are a few DM boons to add to your sheets:
RA Bonus
Stat Bonuses
One (1) bonus ability point that must be used in either your current 4th or 5th lowest ability scores. No adjusting other scores to account for this bonus.
2/2 Skill points* bonuses to be used in one of the following pairs of skills (this does not make it a class skill):
A. profession –cartographer/Know – geography; or
B. profession – guide/Know-nature.
*This means you get 2 skill pts in cartography and 2 skill pts in geography: or 2 skill pts in guide and 2 skill pts in nature.
Gear bonus
(3 )CLW potions each (1d8+3)
(2) CMW potion (2d8+6)
potion of magic weapon (1)
vial anti-toxin (1)
Haversack
Everfull Mug (3/day 12 ounces of fine beer or wine)
Compass
Blank Map book (roll d2, 1 =waterproof, 2=non-waterproof)
Scrivener’s kit
silk 50 ft.(1)
Grapple hook or grapple arrow/bolt (1)
bandolier (1)
Candles (5)
This particular game is a published mega-dungeon called “Rappan Athuk” by Frog God Game, I’ve placed the setting in Nirmathas. I will make changes to the published material as I see fit. I will toughen up, or lessen, the encounters based on the party strengths and weaknesses. I don’t realistically expect to get through the entire dungeon and surrounding area but we can see how a few levels turn out. This is not a fair dungeon so expect the worse.
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Some believe the world changed in 4606 with the death of Aroden, others know there is evil lurking below the surface seeking vengeance, and the god’s death was a precursor to the dawn of a resurrection. Far below the surface in Nirmathas, a long forgotten legend lays waiting exploration.
Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient, and now lost, city of Tsar. With their temple in ruins, the surviving high priests of this accursed demongod fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.
Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum. For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”
Rappan Athuk is a hard adventure; some even call it a deathtrap. Many will try; most will die. I’m looking for 6 brave, or foolish adventurers. I plan to keep this recruitment open for a week, depending on the response. I’ll check several times a day and review entries as they come in.
Crunch:
Here are the rules for the build:
20 Pt buy
No score below a 10, before racial adjustment.
1 trait from the APG
No real alignment restrictions, except you must work well together.
Max HP’s level one and two, thereafter you roll HPs. Reroll 1’s.
You begin at 2nd level but with 3rd level wealth of 3000 GP (3rd lv) No more than 50% in one item. Do not multi-class - yet.
Every character gets the innate ability to heal themselves 1d4+1 HP, 2/day, as a standard action.
A very brief one, or two, short paragraph description/background.
Note: those selected will get a few extra trinkets of gear after they are selected.
Adult themed, but well within Paizo's PBP standards. When in doubt put it behind a spoiler.
I’m looking for players that can work together and post more than a simple line, or two, of dice stats – descriptive actions will make it enjoyable to read. I try to be descriptive in my posting.
Combat:
This particular game is combat heavy and the roleplay is really intra-party. This is different from most games that I run, which I tend to have heavy roleplay and character development. I wanted to run a meat grinder for a change of pace.
It is ok to run away from some scenarios and combat, it is better to live another day.
Fair warning:
I'm not a big fan of mega-game breaking builds, just because it’s arguably RAW doesn’t make it acceptable in my game. Power-gaming and cookie cutter builds lifted from some forum post are frowned upon. Well balance characters are ideal.
Posting:
Minimum posting 2 a day, it’s combat heavy so the more the merrier. When you submit your character, acknowledge how frequently you can post and when you tend to post (mornings, afternoons, evenings, all day). Be descriptive in your posting that does make it more enjoyable to read.
Permitted books:
CRB, APG, UE, UM, UC. I do not permit ARG.
No 3PP material, although the GM is not contained by this rule.
There are parts of permitted books that I do not use including but not limited to: Word of Power, Spell Duels and Primitive Weapons. Eastern equipment doesn’t really fit this adventure, so think twice if you design an eastern themed character, gear will be hard to come by.
GM reserves right to amend.
Deities:
Core deities in CRB only.
Prohibited Classes:
Summoner, Magus, Gunslinger, Alchemist and their variants.
Eastern equipment doesn’t really fit this adventure, so think twice if you design an eastern themed character, gear will be hard to come by.
Races:
Core races, alternative race traits from APG. If you swap out a race trait clearly, disclose it to me, so I can review it. No racial feats.
I will permit goblins and drow with their standard race traits only. These can be found on the PFSRD. No racial feats or racial archetypes.
No ARG
Houserules:
1. I do not retcon actions. This game is designed to move quickly. It potentially becomes problematic for me to redo actions and consequences. Sorry.
2. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.
3. Roll HPs each level, reroll 1’s.
4. I will occasionally dip into the sanity/madness rules if the situation arises.
5. Just because something appears in a book does not make it automatically available for game play.
There may be others, GM reserves right to amend.
*I currently run a successful pbp COT game, that has over 15,000 posts.
Can everyone state his or her time zone and the time they tend to be online, you can post here or send me a PM.
I know real life happens and that can affect the posting rate but communication is key both from the DM and the players. If I’m going to be slow posting I will tell you, I hope you do the same. I currently run an exceptionally active and well managed campaign that is about to hit its 15,000th post in 9 months time, you can count on me completing this module. The posting rate in this game will be much slower but I’d like to complete this in 2 to 3 months of time, if possible. The posting rate could go up especially if most of us find ourselves online at the same time.
Generally, you can expect a post from me in the morning, afternoon, and then a couple in the evening. My game tends to have a table- top feel to it, if you’ve read any of my other campaign you will see what I mean.
I will use spoilers tabs often, those are geared towards the player it ‘s directed to, I don’t mind if others read those spoiler but don’t metagame. Since this is a horror themed game reading others spoilers could, also, spoil your suspense.
Posting:*
1. GM rolls initiative.
2. I will link a map at the beginning of each round and often an updated map towards the middle of the round. Please tell me the map coordinates for your movement. Otherwise, you run the risk of me moving you and if there is a chance of an AoO, I will take it.
3. I, generally, post mid-round updates and end of round summaries.
4. I don't mind if you post out of turn, especially if you won't be online. I will do my best to fit the action in, or I will fill the gap in a semi-logical manner.
5. I do not use delay/ready actions to switch/swap initiative orders, as that becomes problematic for me, the DM, to track on the boards. I do permit you to hold your action especially if you are waiting some tactical action.
6. I, generally, do not redo actions that becomes problematic to track and then redo the ripple down effects.
7. A natural "1" on an attack roll is a possible fumble. The player makes a DC10 DEX check, including any ability modifier in the roll. A number below a 10 means you have either dropped your melee weapon or snapped your bow/crossbow string or your thrown weapon was dropped.
8. I've been playing for years, mostly GMing, I know the rules but I do make mistakes especially with all the Pathfinder's tweaks. I follow the written rules but I'm not hardcore especially if it moves the story along. If I make an error made please point it out and provide a book and page reference or link to the PFSRD.
*These are, also, posted under the campaign information tab.
I’m look for five (5) brave, delirious and foolhardy applicants to play in a difficult horror themed game. This game’s design is likely different from most, if not all, PbP games but I think it will make a cool Pbp game.
Up From Darkness is an eastern themed campaign for 7th level characters. You will be part of the Shogun of Kaidan, which maintains several elite units of troops, each trained for a different purpose. The characters are Hakayami hopefuls and as the adventure begins, they awaken in darkness with no memory of whom they are, or how they got there. Hakayami are an elite group of assassins and snippets of memory will be regained as the game progresses. Unfortunately, that is about all the background information I can supply because I want to keep the suspense and the horror feel.
I mentioned this is a different game and here is one of the catches: the players have to be willing to use pregenerated characters. The pregens abilities compliment the challenges, but also there are some clues in the character stats as to who the characters actually are. You shouldn’t need any additional books, or material, other than the CRB, APG or PFSRD.
Those interested in playing, here are names (which we can change or alter the gender) and classes of the characters, let me know your preference, if you have one, or if you will be agreeable to whatever class is remaining.
Takeo, Samurai (Yabusame, Order of the Shogunate) 7
Masumi, Rogue (Scout) 7
Kichiro, Necrotic Warrior (bone) 7
Hajime, Sorcerer (elemental/fire) 4 / Fighter 3
Akio, Fighter 7
Like, I mentioned this is a different type of game and taking the character creation process away from players may not be for everybody, but the designer of the game knew what was needed to overcome the challenges.
Here’s a little bit about me and what I would like out of the players. I’ve been gaming, mostly GM’ing for years, I know the rules but I’m not super hardcore. I like to teach those with less experience. I do sometimes make mistakes in rulings, if I do politely provide me the source, page or link to review. I currently run one of the more active campaigns on the board, it can be found here:
I’m looking for people willing to try a different type of game that is an oriental themed horror game, and who can post three (3) times a day, and I do post during the weekend. I don’t anticipate that this game - unless the players want it - will be as fast paced as my other campaign. I’m looking for players that can work together and post more than a simple line, or two, of dice stats – descriptive actions will make it enjoyable to read. I will DMPC a character, if necessary. There really won’t be much lull in action and the tension/suspense should be constant given the theme. This will not be a long-term game, if everyone keeps up with the posting it could be done in a few months of real time.
I use maptools to assist the players.
I’ll keep the recruitment open until the slots are filled with people who can commit.
I know Paizo just did a big sales event in November but I was wondering if there was going to another one for Christmas or for year end? I'd like like to get a pdf of Pathfinder Chronicles: Seekers of Secrets - A Guide to the Pathfinder Society, but if there is going to be a year end sale, I'd wait a few more days.
I probably posted this question in the wrong sub-forum, sorry.
You each have seen a Notice that has been posted around Freeport:
"Mercenaries Needed! Help find our missing children. 6:00 pm meeting at the Hag's Stew Tavern"
When you each arrive there are several other mercenaries but mostly concerned individuals present. There is one human male, Randall Griswald III, who appears to be hosting the meeting. The mead is free flowing and there are platters of stews, meats and crusty breads being served to the guests as they mingle.
This is the discussion thread for "Shadows in Freeport" game.
Each player that has been invited read the Campaign Information page for the back-story, game rules, house rules and madness rules. I will open the game thread shortly after noon Sunday..
Each player will have the following bonus potions:
2CLW
1CMW
1CSW
Also, note the HP bonus that I provided under the House Rules. Any unspent coin that you have consider restorative/healing potions.
Can everyone advise what time zone you are in. I'm in Eastern U.S.
I’m looking to run Goodman Games classic dungeon crawl, Shadows in Freeport. This is has a slight horror feel to it and the accompanying sanity loss. This is PG13 with some adult themes and I’m running it as one shot adventure. If all goes according to plan it may take 60 days to complete.
A little bit about me, the GM, I like a fast active game, which means posting and a lot of it. Check out the other game that I run, Council of Thieves under my profile and you will get the idea of how fast I run my games. If you apply I need you to confirm you can keep up with the anticipated pace and advise me if you ever played this dungeon crawl (I need to know how much I need to modify.) I, also, link my maps.
Here is the crunch:
I’m looking for 4-6 active players for this EXCEPTIONALLY active fast paced game. I plan to average 4 - 7 posts each per day, expect 50 - 70, posts per day seven days a week. Sometimes more. Due to the anticipated pace, there could be DMPC'ing if there is delay or lull.
I’m looking for a good mix of experienced PbP and first timers (tell me your PbP experience), but the key is keeping up the pace. The game will be 70-30 combat to role-play; the role-play will mostly be player interaction as opposed to NPCs.
Even though it is combat oriented, I expect more than dice rolls and one-liners. I like descriptive text of actions.
The party will need to be well balanced.
You would be entering at level 6.
Here are the build rules:
18 Pt buy
No score below a 10 before racial adjustment.
No score above a 17 before racial adjustment.
You get your +1, level 4 stat adjustment (This can raise your stat above an 18)
1 APG trait only.
No third party material
No Alchemist, Gunslinger, Summoner , Inquisitor or their variants
Core races only. No ARG
Minimum 4-7 posting a day.
No evil
Good alignment works well with this adventure.
You must be able to work with the party.
Adult themed, but well within Paizo's PBP standards. When in doubt put it behind a spoiler.
16,000 GP (6th lv) No more than 50% in one item. Run any ability/stat enhancements items by me beforehand.
A “short” one paragraph background about your character.
I plan to keep this open till Sunday but that really depends on interest and the submissions.
I'm not sure if this is the proper forum, if it is not please move it.
I recently purchased Hero Lab, along with many of the add-ons, and I was wondering if anyone knew when, or if, the Ultimate Equipment book will be available?
We had an untimely death of a party member and the group is looking to add one more person. We currently have 4 very active members and myself the GM. This is an EXCEPTIONALLY active fast paced game. We average 5 posts each per day. In less then 8 weeks we have over 2150 post, roughly 40 or so posts per day. We are nearing the end of AP 1.
We have a good mix of experienced PbP and first timers, so it doesn't matter to me.
Currently the party has:
Ranged Ranger
Inquistor
Cleric
Shield Fighter
The party is looking for a bard, rogue or arcane spell caster. You would be entering at level 3.
Here are rules for the build:
20 Pt buy
No score below an 8 before racial adjustment.
Download the Free PG
2 traits, (1 must be a campaign trait)
No third party material
No Alchemist, Gunslinger or Summoner or their variants
Core races only, no thiefling characters. No ARG
Minimum 3-5 posting a day.
No evil
3000 GP (3rd lv) No more than 50% in one item. Run any magic weapon, gear, potions (don't bother spending coin on Cure potions they are plentiful), by me before purchase.
Answer the following:
1. Tell me 3-4 NPC's your character knows in the city, they will become important NPCs. Names, occupations and how you know them.
2. How long have you been in the City.
3. Give a brief background for your character.
I want to make sure it's clear NO Advance Race Guide. The forbidden classes include their vairants/archetypes.
The only real house rule that I have incorporated into this PbP game is 1 on an attack has a chance to either fumble weapon or snap the ranged weapon string. You make a dex based check, add in modifier, and must get a 10 or higher to avoid the fumble.
This is a fast pace, fun game that is roughly 50/50 roll/role playing. It is definately one of the more active games on the PbP boards.
The City of Twilight was once the shining beacon for Aroden, but the god of humanity, innovation, and history died in 4606 AR. The time that followed resulted in chaos of unexplained propotions. Thirty years of strife and civil war laid waste to all that was pure and beautiful.
The rise of the Thrice-Damned House of Throne saw Westcrown dive further into ruin. When the capital was moved from Westcrown to Egorian, much of the infuence and nobility fled along with the exodus.
Many a noble houses faced finacial ruin during the years following the death of Aroden, and during the time that the Thrice-Damned House of Throne soldiified its rule. At least 19 houses relocated to Egorian as the new rulers rose in power. Leaving a mere 12 major noble houses as the powers-that-be in Westcrown, retaining their power either openly in trade and commerce or covertly through the Council of Thieves.
I DM a game where a PC has cast Arcane Sight cast as a permanent spell upon himself. The PC enters every encounter using this ability to find the auras of magic and power with his sight. Is there anyway to fool or thwart this ability. Something along the line of a nondetection spell of Nystul's Magic Aura? Thanks.
Can you please cancel my Adventure Path Subscription? I'm am still working on and running the Kingemaker adventure. I will join back when I'm done. Thanks.
i want to begin by apologizing if this is in the wrong section, the website folks can more it to the appropriate area if it need to be moved.
It is the holiday's and my group is partially missing but we still want to game. I would like to run a pregen module, preferably with pregen characters, that can be run in a couple days. I would like a twist where the players are monsters seeking revenge on the lowly humans, elves, dwarf's or others. Any suggestions? I would like if the characters were pregen, if possible, 4-10 level, or so.
I first purchased the download of Marsh & Aquatic a few weeks ago and that product proved to be excellent. All content, no fluff. I was so impressed with the product that I went ahead and purchased the soft covered book of Marsh & Aquatic. I also went ahead and purchased their complete Monster Geographica line of products. That line included: Underground, Plain & Desert, Hill & Mountain, and Forest. These books are excellent, and like I mentioned above, filled with content and zero fluff. One nice surprise was the actual books are 8.5 by 5.5 in size, very portable and light weight. The books are 193 to 202 pages of monsters and flora.
First of all, I hope this thread is in the proper location and I did not find this subject addressed in my quick search that I did. However, if it is not in the proper location or if it has been addressed, my apologies.
I never thought I would really miss the Use Rope Skill, but as, I am about to send my group through an new Pirate Campaign completely using the Pathfinder rules and I find that Use Rope is an indispensable skill. In fact, I have had to house rule the skill. Use rope is an important skill to have when journeying on the high seas with all the riggings, sails, and ropes that tend to be on board sea vessels.
I would suggest that the Rogue also have Knowledge Nobility as a trained skill as opposed to a cross-trained skill. My reasoning is this: Rogues know their mark(s) and/or know who not to mark when plying their their trade. A rogue seems to know more about a family and the colors worn, jewelry worn, heirlooms... Thanks and great job!