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Vamp's page

47 posts. Alias of WesternWolf777.


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5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Link to original thread's Campaign Info Tab

Eremus is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike Eremus.

Touch attack: 1d20 + 27 ⇒ (8) + 27 = 35

Spellcraft DC 23:
He cast a quickened dimensional anchor.

So you are under the effects of dimensional anchor

Initiative:

Eremus: 1d20 + 10 ⇒ (13) + 10 = 23
Galtraxis: 1d20 + 2 ⇒ (3) + 2 = 5

Initiative
Eremus 23
Galtraxis 5

Begin Round 1

Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

Eremus, you're up. 290' from him. I'll put up a map if it becomes necessary.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Link to original thread's Campaign Info Tab

JoJo is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike JoJo.

Touch attack: 1d20 + 27 ⇒ (10) + 27 = 37

Spellcraft DC 23:
He cast a quickened dimensional anchor.

So you are under the effects of dimensional anchor

Initiative:

JoJo: 1d20 + 20 ⇒ (16) + 20 = 36
Galtraxis: 1d20 + 2 ⇒ (11) + 2 = 13

Initiative
JoJo 34
Galtraxis 17

Begin Round 1

Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

JoJo, you're up.

Map


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Link to original thread's Campaign Info Tab

The Faceless man is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike the ninja.

Touch attack: 1d20 + 27 ⇒ (6) + 27 = 33

Spellcraft DC 23:
He cast a quickened dimensional anchor.

So you are under the effects of dimensional anchor

Initiative:

Faceless man: 1d20 + 13 ⇒ (7) + 13 = 20
Galtraxis: 1d20 + 2 ⇒ (19) + 2 = 21

Initiative
Faceless man 25
Galtraxis 5

Begin Round 1

Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

Faceless, you're up. The resolution on the map is kinda bad, you're 290 feet east of him.

Map


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Link to original thread's Campaign Info Tab

Azander Blanche is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike Syken.

Touch attack: 1d20 + 27 ⇒ (11) + 27 = 38 Miss

Spellcraft DC 23:
He cast a quickened dimensional anchor.

Initiative:

Azander: 1d20 + 12 ⇒ (15) + 12 = 27
Galtraxis: 1d20 + 2 ⇒ (10) + 2 = 12

Initiative
Azander 31
Galtraxis 19

Begin Round 1

Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

Azander, you're up.

Map


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Link to original thread's Campaign Info Tab

Dr Crane is walking along through the Caldera, hunting for Galtraxis. Suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike Crane.

Touch attack: 1d20 + 27 ⇒ (3) + 27 = 30

Spellcraft DC 23:
He cast a quickened dimensional anchor.

So you are under the effects of dimensional anchor

Initiative:

Syken: 1d20 + 14 ⇒ (15) + 14 = 29
Galtraxis: 1d20 + 2 ⇒ (12) + 2 = 14

Initiative
Syken 17
Galtraxis 7

Begin Round 1

[ooc]Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

Syken, you're up.

Map


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Link to original thread's Campaign Info Tab

Syen is walking along through the Caldera, hunting for Galtraxis. He has just emerged from a bank of shrubbery when suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, saying "Hello." As it speaks a green ray springs from the dragon to strike Syken. The orc dodges out of the way in the last instant.

Touch attack: 1d20 + 27 ⇒ (16) + 27 = 43

Spellcraft DC 23:
He cast a quickened dimensional anchor.

Initiative:

Syken: 1d20 + 14 ⇒ (12) + 14 = 26
Galtraxis: 1d20 + 2 ⇒ (11) + 2 = 13

Initiative
Syken 22
Galtraxis 16

Begin Round 1

Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

Syken you're up.

Map


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Link to original thread's Campaign Info Tab

Grunknobbet is walking along through the Caldera, hunting for Galtraxis when suddenly the landscape ripples in front of him and changes before his eyes. Some sort of massive illusion was apparently cast over the area, and its dismissal allows him to see a huge burnt area of volcanic rock, with a colossal red dragon sitting in the still bubbling bed of lava in the center. It grins at him toothily, "Hello."

Initiative:

Grunknobbet: 1d20 + 15 ⇒ (3) + 15 = 18
Galtraxis: 1d20 + 2 ⇒ (5) + 2 = 7

Initiative
Grunknobbet 22
Galtraxis 10

Map

Please indicate any buffs you had running prior to the combat in your first post. Be very detailed in your OOC description of your actions. That means use the coordinates, tell me what kind of action each thing you're doing costs, etc.

Begin Round 1


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Here's our gameplay thread.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Discuss here.


Hello, I know a lot of people on the advice boards are into optimization and so I thought I would link to a new play by post game I'm getting started here.

Heroes of Legend: Dragonslayer!

It's a challenge to kill a red wyrm with a single PC. Anyone's welcome to try it out.


1 person marked this as a favorite.

Hear ye! Hear ye! The great and terrible red wyrm, Galtraxis has issued a challenge. Bored in his old age and seeking excitement, he invites any and all comers to conquer him in battle! If you are brave enough, take up sword and spell and travel to the Caldera of Doom. Seek out Galtraxis and defeat him, and the gods themselves will inscribe your name on the Tablet of Heroes to be sung of throughout all the ages. Your reward will not only be glory, but the treasure hoards of countless kings! Who dares to answer his challenge?

This is a unique PBP opportunity. It is essentially an optimization challenge. I am looking for characters who can defeat a great wyrm red dragon in one on one combat. The lower level your build, the more awesome it shall be regarded. I will keep a list of winners and losers, and all can compete for the glory of making the most awesome character.*

*clearly this is subjective, subject to debate etc etc. Don't use my recruitment thread for that please!

Character Creation Rules
Point Buy: 20 point buy

Races: Anything created by Paizo which is up on d20pfsrd.com as a race. RP value is irrelevant, but it will be listed on the leader board with your character. No custom races. No templates. No monsters as PCs unless they are on the race list.

Level: Your choice, anything up to 25 class levels. No single class over 20 levels. The lower you can go and still win, the better!

Classes: Any Paizo on d20pfsrd.com, no 3rd party.

HP: Max at first level, then half hit die+1+con from then on. Companions/eidolons/mounts get half hit die+1+con at every level, no max at first.

Traits: Two, standard rules.

Wealth: Standard wealth by level, capped at 20th level wealth. No crafting other than consumable items.

Gestalt yes/no?: You can play a gestalt character, but there will be a separate Tablet of Heroes for gestalt builds.

Mythic yes/no?: No, because it's still in playtest and I don't know how it works. If you ask about Mythic you will be ignored.

I need your stats in a monster stat-block or Herolab like format, in a paizo.com alias. No links to character sheets on different sites. You need your essentials (HP, AC, saves, CMD, initiative) in the gender line of your alias. Background isn't really necessary, but it's bonus awesome points.

Player Rules

Any number of people can play.

Only one PC per player at any one time, once one combat is over you can make another character if you like.

Once your character is ready, I will approve it and create a gameplay thread and PM you the link for us to fight in.

House/Variant Rules

Commonplace guns

Hero Points (standard rules)

Game Rules

You know you are going to be facing a great wyrm red dragon. At the start of the fight I will roll initiative for both parties (companions go on your initiative). Neither the dragon nor you will get a surprise round. The only buffs you may have active at the start of combat are buffs with a duration of 1 hour/level. If you have an eidolon, you may begin with it summoned/bound. The dragon's stats will be listed on the campaign info tab, you will resolve your own attacks/spells in your own posts to avoid summary posts as much as possible. For example if you roll an attack, look at his AC and see if it hits, if so describe the damage you do appropriately. If he needs to roll a saving throw, I will do that in my next post. You will also roll your own saving throws. If you provoke AOOs you should roll them on yourself, and if he provokes AOOs from you I will roll them for you. This is to streamline PBP play, it does not mean your character knows the dragon's stats. You will still need to make the appropriate monster lore knowledge rolls to learn his abilities in character. If you are obviously metagaming in your actions it will be considered cheating and you will be disqualified along with forfeiting the match.

Once a match is begun, you are required to post once every 48 hours. If you go 48 hours without posting it will be considered a forfeit (a post saying "X real life thing happened, I can't post for a bit" counts as a post).

Other than that everything will be Rules as Written. If there is no clear answer I will try my best to make a fair call, and you will accept it or forfeit the match.
_________________________________

I'm sure there will be questions. Feel free to ask. Let the submissions begin!


I've created this gestalt synthesist build (stats are in my alias). I know he'd not be suitable for any real game due to his overpowered nature. However I'd like a chance to see what he can do. So I've made up a series of three high level encounters to run him through. I'm looing for someone who'd be willing to help me by running the monsters.

The encounters are detailed in the campaign info tab. After each encounter I'd get XP, and gold if I leveled. Then on to the next match.

Anyone feel like getting to run a few high level monsters and trying to kill my PC?


I'm looking for a DM to run me through three encounters that I've designed to test out a super cheesy level 10 gestalt build. I've already done all the work of creating the maps, and preparing the monster's stats. I just need someone to run them for me. We'd use a couple of special rules to speed things up for PBP.

1:You roll initiative for everyone at the beginning of combat, all identical creatures act on the same initiatives.

2:I will resolve my own attacks to reduce need for summary posts. If I have the appropriate knowledge I will roll monster knowledge. If not I won't metagame to know what they are resistant/immune to etc.

3:If I provoke an AOO from you, I will roll the monsters AOO in my post. If you provoke an AOO from me, you should roll my AOO in the monster's post. Same goes for saving throws.

Other than that we'll be going with rules as written. The stats and maps for the encounters are on the campaign info tab. After each encounter I will fully heal, I will also get EXP for the enemies defeated and thus might level. If I do level up, I will gain an amount of gold equal to my new level's standard wealth by level.

I'm looking for someone who can post at least once a day, the more the better. Preferably you're also very familiar with the rules and an experienced DM. These encounters are high level, and there will be a lot going on. Feel free to ask questions. Any takers?


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Gameplay Thread


So, I've had an idea for a completely ridiculous overpowered cheesefest build. I thought it would be fun to see exactly how powerful he is. I am looking for people willing to run combats against my character with the goal of defeating him.

The character is a 10th level gestalt, on a 25 point buy with standard character wealth for his level.

===============================

There would be some basic rules to the encounters. Your initial encounter can be no higher than CR 20 (whether single or multiple creatures). CR 15 if you give the enemies a significant tactical advantage (ie, underwater for sea creatures, lava pit for fire critters, etc).

The map can be anything you come up with. You can make the image yourself and put it up on Google Drive, or I will create a map to your specifications and send it to you to upload.

A couple PBP tricks would be used to speed along gameplay. Initiative would be rolled at the beginning of combat, and then all indentical creatures act on the same initiative. You need to provide me any stats I might need to resolve my actions against the monster. That means, ACs, Saves, DR (if any), resistances/immunties etc. You also need to request the appropriate knowledge check about the monster for me to know those things in-character. I will not metagame, that's cheating and boring.

If I defeat you, you can choose to make another encounter at CR 21, increasing the CR by 1 each time you are defeated. If I lose, well then, good on you. You'll have taught me the limits of cheese.

Any takers?


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

The army of Poitain, proudest province of great Aquilonia with ten thousand strong, marches north through the southern passes of Aquilonia with waving banners and shimmering steel. At their head rides Conan himself, the royal lion banner of Aquilonia waving in the air above him. Many recently believed him dead, victim of a treacherous coup. There is no doubt of it in men's minds now, whether friend or foe: King Conan lives!

Meanwhile Amalric, treacherous Baron of Tor and Valerius, usurper king of Aquilonia, ride south to meet him at the head of 25,000 men. Their sorcerous master Xaltotun meets them with information that all of Aquilonia is rising up to fight behind Conan, and that the barbarian king intends to lead his forces across the river Shirki to meet up with the fierce Gundermen rebels there. Xaltotun tries to stop them by flooding the river, but his magic fails, foiled by the artifact which had returned him to life after a 3,000 year absence from the realm of the living. With the Gundermen and Poitanians united behind him, Conan's army is nearly the equal in size of Xaltotun's.

They meet on the plains next to the Shirki, in the Valley of the Lion. The battle will begin the next morning. An Aquilonian weasels his way into Valerius' camp and promises the usurper that he can lead him down a hidden pass to come out behind Conan's forces in the hills. Valerius swears to execute him if he's lying, but takes 5,000 of his best cavalry and follows him, hoping for some tactical advantage now that Xaltotun has failed. The guide leads them into an ambush in the hills, where many hundreds of dispossessed Aquilonians lay in waiting. They have an Asuran priest with them who brings up a magical fog, and the oppressed Aquilonians slaughter the usurper king and his men. Anhur is amongst the jackals that night as they tear the cavalry to pieces, driven by hunger and hatred. Before the dawn comes, the desperate warriors filter down through the hills to join Conan's forces.

The position of Conan's army on the high ground next to the valley is a strong one, but there's no where to run should things go badly. It will either be victory or death. The tensely awaited dawn finally arrives. Amalric's Nemedian forces come streaming into the valley, and Bossonian longbows from Conan's forces begin decimating their front lines. Xanos, Dorin and Anhur are a few ranks back from the front of Conan's host, awaiting the Nemedian charge. Argoth and Bunken are in the forward ranks of the Nemedian host, watching their comrades fall as harvest wheat before a sickle.

The two armies meet with the titanic crash of steel waves against iron rocks. Soon the sound of screaming men and horses and the scent of red murder fills the air. Our heroes find themselves lost in the chaotic hell of war, their blades and bodies soon red with the blood of the enemy. Time seems to slow to a crawl as their hearts beat out an adrenaline fueled prestissimo. Pain slowly begins to filter into their minds as numerous small wounds accrue on their bodies. Everyone take 1d6 lifeblood damage, roll it yourselves please. You can spend a hero point to avoid it.

Just as the bloody furor reaches its peak, a terrible noise splits the air. It's as if rushing wind, breaking glass, rending metal, the screams of the mad and a burning forest are all heard simultaneously at a volume so loud it inflicts deafness on the whole of both armies. The sky literally rips open in a swirling vortex of blindingly bright canary yellow light. The sound of rushing wind grows louder and louder as first the clouds, then trees, men and city-block sized chunks of the battlefield are sucked into the hole in the sky. The brave warriors clashing at the front of the armies find themselves hurtling upwards at dizzying speeds towards the vortex in the heavens. Some wicked giant has undoubtedly pulled the plug from the drain of the universe and now they must pay the price. The overwhelming yellow void is growing closer by the second, soon they will be inside. 3……2……..1….

Reactions please. Feel free to add a little pre-narration to the scene as long as you don't change anything I said without asking first.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Here's the OOC discussion thread. Ask any questions or babble about random things here.


Game Stuff:
I'm looking for a couple more players for a new rules light game using the Barbarians of Lemuria Legendary Edition and Barbarians of the Aftermath rules. These are very simple, and you should be able to learn the game and play without access to them. There's an older version of BoL available for free here. Reading over that should give you a feel for the system and then I can help with the rest (not that much is different).

This game will be a somewhat unique attempt to combine the Hyborian Age intellectual property originally devised by Rovert E Howard (Conan the Cimmerian), with an alternate universe/timeline Earth. Characters will start out in the Hyborian age as people of that time and place, then be quickly catapulted into the far flung future of 2090 AD. They'll find themselves in a depleted, unstable world that's just been broken by a failed experiment in time travel. Add into this zombies and some Lovecraft mythos and whatever else I feel like, and hopefully it will be a fun flexible pulp-action style game.

Character Stuff:
If you want to submit a character, make one set in the Hyborian Age. The initial scene will take place at a battle. It's during the story, the Hour of the Dragon. Your character should have some reason to be at the battle between Xaltotun and Conan's forces near the end of the story (Chapter 21). Either side of the battle is okay. If you have questions ask. You don't have to be an expert on Hyborian age lore, but do your best. There's plenty of info on the Wiki. If you don't know the rules give me a character description and I can make the crunch part for you. Once we've played for a while I'll allow a character rebuild for those whose PCs I made (in case there's something you don't like).

I don't need a full novella backstory. Especially since the world they've known their whole lives is not going to be a major feature of the game. Instead I'm asking for nine pieces of information. Give me three things your character always does, three things they'd never do, and three of their long term goals. These should be as concrete and objective as possible. Ie "My character always does the right thing." is a horrible one that tells me nothing about them. "My character will always stop to help a woman." is a much better one, or "My character will always tell the truth."

Include a description of their appearance and gear as well. There's no gold to keep track of really, if you want something you can have it unless I say otherwise (iron age stuff only). Obviously one person can only carry so much (even a really strong one).

If I'm making their stats, I'll also need a description of their abilities. Magic is available, as will be psionics in the future world (same system as magic except can heal and no casting requirements). Alchemy is also going to be allowed. There will be no divine magic or miracles of any kind outside the initial scene in the Hyborian Age, and is thus unavailable to PCs.

Houserule Stuff:
Small light weapons can add agility to hit and damage instead of strength. (anything that does a 1d3 or 1d4 damage).

Playstyle Stuff:
I'm hoping to keep this moving quickly, but it's going to be player driven. There will be no metaplot, at least not at first. I'm going to attempt to provide a colorful world full of places to explore and people to meet and fight, and let you guys play in it. Therefore your characters goals will be important.

Combat will be run in chunks, all players before monster, monster, then the rest. I will roll initiative for everyone. Maps may or may not be there depending on the combat. I don't like to DMPC people, but if you're absent for several days without warning I will likely act for you. If it happens too much, I'll inquire by PM. Then it's on to replacing your character.

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

The finished characters I have submitted so far are a demon-possessed sorcerer who's a little strong, and an assassin/diplomat type who can do a little sorcery. I'm looking for 4-6 people over all. I'll leave recruitment open until I get them.


I am wondering if anyone would be down to play in a rules-light game? I'm thinking something based closely on Barbarians of Lemuria (rules are so easy you don't even need a copy really, I can explain it all). I could do any of several things with it. Here are some options:

A)Low fantasy/sword and sorcery (ala Conan, Red Sonja, Solomon Kane, King Kull, Fafrd and Grey Mouser etc etc)

B)Supernatural/horror modern day (ala True Blood, Grimm, Lost Girl, Supernatural, etc etc)

C)Post apocalyptic (Fallout, Mad Max, Zombie fiction, Gamma World, I am Legend, The Road, etc etc)

D)Golarion light. Use the Pathfinder world with simpler rules.

If you would be interested in trying something like this please pick an option, and elaborate on what you want to play. If an idea that jives with me comes up and we can get enough people on board I'll run it. Feel free to mention intellectual properties when describing what you want to play. I'm not against setting it in an already existing universe, as long as I'm familiar with the source material.


I'm opening up recruitment for two (probably three) new crusaders. This is an ongoing game, where there are two groups existing in a shared world/timeline.

Queen Galfrey of Mendev, Sword of Iomedae, has called for a fifth and final Mendevian Crusade. An open call has been issued to any with strength and courage to make their way to Clydwell Keep near the city of Kenabres in order to join. She has decreed that anyone who can take and hold blighted lands long enough for a Wardstone to be erected there will be declared lord and master of those lands in perpetuity, under the authority of the crown of Mendev.

The two groups have been going for a while now, but have only managed to completely clear one hex of land. They are currently in somewhat of a race (unbeknownst to each other) to re-capture an old Hellknight fort called the Fort of the Nail.

This game is very combat heavy, wilderness exploration, with possible PVP between the two parties but not within each party. The fights are hard, and few punches are pulled.

The group you will be joining consists of a synthesist summoner (invincible flying tank, soon to be party airship), a barbarian and a fire-focused blaster sorcerer. There is also possibly a druid, but I don't know if he's still around.

Just fair warning; this game does have two groups sharing a timeline. The reason I lost the players was a long real-life delay due to the timeline becoming un-synchronized. This will only happen rarely (if ever) when the two parties are in the same location geographically, but not chronologically.

========================================================================

House Rules:
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

Hero Points in effect.

Alignment:All mortals who lack a divine aura are considered neutral. People with divine auras (clerics, paladins) are an exception. All good gods have paladins, and a paladin's alignment matches its god's. A cleric's alignment must also match their gods. Outsiders and other supernatural beings may fall anywhere on the alignment spectrum. Morality will be fairly grey in my Golarion.

Character Creation:
Level: 7

Ability Scores:6d6 drop the lowest three or 20 point buy. You can reroll any score that ends up lower than 6 one time.

Races:Basically any Paizo, including custom races from ARG up to 11 RP (custom races need to be approved individually, exceptionally powerful normal races may also be vetoed. ie Drow Noble)

Classes:Any paizo on d20pfsrd.com, all archetypes available.

HP:Max at first, then 1/2+1

Traits:2 traits, standard rules apply

Starting Gold:Standard, 23,500 GP (no crafting anything other than potions, wands and scrolls)

To be considered you need to create an alias, have all the character's crunch in the alias in the standard statblock format (like a monster in the bestiary or like what herolab puts out). You should include enough background for characterization, I don't need a novel, but I want to know who they are. Bonus points for creativity. You should also include an appearance description.

I will approve characters once finished. If there are more than three approved applicants the group will choose from amongst them.


Hello board peoples. I've been feeling the need to stretch my creative urges lately, but I don't have the time to dedicate to creating/maintaining another traditional pathfinder campaign from scratch, and I don't feel drawn to any of the modules I have. But, I think I could manage to oversee a PVP tournament.

This would be pure PVP battles, whatever roleplaying would be built into your posts, and some brief inter-fight social encounters. I'm thinking I would start with eight characters (4 teams of two, randomly assembled from the chosen characters), and do a double elimination tournament. The first battle would be 4 vs 4 capture the flag (or until all are unconscious on one team). First team to hold the flag for a couple rounds wins and gets a boon in their first real fight. After that we use a tournament bracket. The top three winners get a reward (Gold, Silver, Bronze), and go on to have a fight against a mega-boss monster. After that, it ends.

For character creation I really want to open it up. I want this to essentially be a alien reality TV show on a holodeck on a space station somewhere. They pull beings from all the planes to fight in their arenas for entertainment. This means you can create a character from anywhere, any fantasy type setting (basically).

I'm offering any class on d20pfsrd.com, up to 20 RP custom races, 20 point buy, level 6 characters, two traits, standard WBL, average HP (1/2 HD+1+con). This includes 3rd party content. No technology beyond Golarion's. No copywrited materials/intellectual properties other than Golarion/Pathfinder. So if you want to make something up, cool. If you want to play something from your favorite novel, no. I'm looking for creativity, good ideas, not fan fiction.

I do reserve the right to veto anything too ridiculous. I want these to be interesting fights, not "Hey look I found this invincible build." So something like AM barbarian is out.

The idea would be to level up after each fight, going from 6 to 12 (if you win). Only the teams in 1st, 2nd, and 3rd place will be alive at the end.

=================

Mechanically, I will be making all the rolls, and all weapons and spells will do average damage. Each fight will have its own thread.

I will roll initiative for everyone, whichever character is highest, their team goes first and then the other team in blocks. You will describe actions and then I will execute them. I will require you to create macros (I can explain how when necessary) in your alias of all your attacks/commonly used spells to make this workable. Attacks will still be rolled to hit, saving throws still rolled as normal. I will use maps to represent the various arenas.

This is an attempt to prevent rules arguments from breaking out due to the PVP nature of the game. I will run rules as written as clarified by FAQs and the Rules Questions forum. If I can't find an answer for something I will make a personal call, and you will abide by it or be disqualified. If I make a mistake, and the rules back you, say so. We'll work it out.

So, that's all I can think of for now. Anyone interested?


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

You were all given orders to head to the small town of Vigneto, in the hinterlands of Gesh. You were instructed to muster at an inn, the Golden Vine, and make contact with Flann the innkeeper and venture syndicate contact in the town.

The Golden Vine is a sleepy looking two story building. Its stone foundation extends a few feet above the road before transforming into earth toned stucco up to the eaves of the roof. The south and eastern sides of the building are covered in a heavy growth of ivy vines. The roof is of red clay tiles. Around the open front door is an iron frame covered in flaking golden paint. It is in the shape of a vine, and extending out from one corner is a tendril which supports a faded wooden sign that reads "The Golden Vine"

You've arrived and managed to find a room. Flann was expecting you, and the room is free of charge. While waiting for the others, he's provided you with open access to his wine cellars, and the famous vintages stored in them. He informed you that once everyone arrived he'd tell you why you were here. That time has finally come. Flann has asked you to have supper with him in the Golden Vine's only private dining room.

Each of you has heard a rumor since you arrived in Vigneto.

Octavian Lupinus:
A horrible creature has been preying upon the crews of ships that venture too close to the mists around Monte Elmo. It's called a sudoth, a terror from the deep.

Onyx Bonomo:
Ships that have entered the mists of Monte Elmo have never been seen again.

Kievan Asbjorn:
The Shrine of Mazda still overlooks the valley east of Monte Elmo.

Rastavar Gravis:
Sheep have been lost in the Mountains of Gesh, and only their partially devoured remains have been found.

Tiberius Cornelius Scipio:
Monte Elmo is cursed by the Immortals.

When you enter the private dining room you see a large wooden table set with six places. There are fresh bread, several types of cheese, two dishes of fruit and half a dozen roast fowl set out on the table along with two large flagons of wine. Flann is already seated at the head of the table. He stands as the first of the Venturers enters, saying "Ah, you've made it. Please, have a seat. Enjoy some refreshment." The innkeeper is a sturdily built man of just over average height. His hair is shoulder length, brown and curly. His face has a healthy growth of stubble, though one could not yet properly name it a beard. An allacostan nose and brow are highlighted by eyes the color of polished teak, and his workman's mouth is stretched into a wide grin. He's wearing a tunic over lorica

Please enter the scene and describe yourselves. This is your first impression on the other PCs. First posters arrive first.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Here's the out of character discussion thread. Please use this exclusively for out of character questions and chatter.


What:This is a game I'm running to test out my new homebrew campaign setting and houserules. It has a significant amount of house/variant rules and the setting is quite different from Golarion. It draws heavily from real world mythology. It's also inspired by Midnight, Arcanis, and Lord of the Rings (amongst other things).

I will be running an adventure (hopefully more than one, we'll see how it goes) converted to Pathfinder from basic D&D. It's called the Keep at Koralgesh and was published in Dungeon #2 in November 1986. It's a classic old school D&D adventure. It starts in a tavern and ends in a dungeon.

Allacosta Setting

The Legend of Koralgesh

As ships sailing towards the rising sun crossed over the dark waters of the Eastern Sea, their crews viewed with awe the appearance of a great white fortress embedded like a bright jewel in the dark rocks of the coast of Gesh. As the ships approached the Keep, the shining city of Koralgesh slowly came into view over the horizon. Koralgesh was a solace, granting safe harbor to all who sailed within.

Koralgesh seemed to be truly blessed by her patron Mazda, for the city was a legend among the seaports of the Eastern Sea. Her riches were uncounted, her merchant fleet swift, and her harbor nearly invulnerable to storm or enemy. In addition, the great Keep that overlooked the harbor had more than once repelled attacks by pirates foolish enough to come within range of its catapults and other engines of war.

It is said that the stone blocks of Keep itself were cut from the granite walls of the White Mountains and transported to Koralgesh by the oread of that land. Their skill in stonecraft had no equal, and they built the Keep into the very face of the great mountain called Monte Elmo, that towered like an Immortal itself over the harbor.

All went well for Koralgesh for many years. Her fame as a seaport spread throughout the Empire, and her riches grew ever larger. Her very streets were paved in gold, and no citizen within her walls knew sorrow or loss. She even endured the Great War basically unharmed.

Then came the ill-fated day of the final battle when the face of Mazda shone across the land in triumph over the darkness that was Ahriman. Upon this day, a vast pirate fleet that followed the ways of Ahriman somehow breached the defenses of Koralgesh and attacked in the midst of the celebration of Mazda. Magical fire and death were brought with them, and many of the city's inhabitants died without drawing arms. The King of Koralgesh rallied his troops, and they fought the invaders in desperation; many heroic deeds were done, but to no avail. The defenders of Koralgesh sold their lives at great cost to their enemies until all in the city were slain or had fled, save for those defenders in the Keep above the city.

What happened next is only conjecture. It is believed that the last defenders of the city appealed to the Wise Lord Mazda himself for vengeance. If this was so, then Mazda heard the pleas. A deep rumbling sounded through the whole of Monte Elmo. For the first time in the memory of man, Monte Elmo voiced its rage. With a rushing wind, great fissures opened in the side of the mountain. Smoke, lava and choking ash rained down upon the city. With a tremendous blast, the side of Helm's Peak below the Keep burst out, burying the ruined city in fire and ash. Glowing rivers of lava wound their way to the rolling sea to send great vaporous mountains towering into the sky. Finally, the mountain slid back into silence. Koralgesh, jewel of the Eastern Sea, was no more - and the pirates who captured that jewel were no more as well.

Sailors of the Eastern Sea will claim to catch occasional glimpses of the Keep in the mists, high on Monte Elmo, but none venture near the treacherous waters below it, which boil and steam with Mazda's wrath to this day. What secrets the Keep holds, it holds to itself alone.

This adventure takes place in the imperial province of Gesh.

House and Variant Rules:

-Hero Points

-Armor as Damage Reduction

-Called Shots with the following modifications:

Critical Called Shot: A called shot that deals half the creature’s hit points of damage or more (whether a critical hit or not) results in a a critical called shot. Critical called shots can cause ability damage, bleeding, and other serious effects.

Debilitating Blow: When a called shot is confirmed as a critical hit it results in a debilitating blow that has extra effects. A debilitating blow inflicts major consequences and potentially permanent consequences.

-No alignment. No spells/powers that deal with alignment don't exist. No classes have alignment restrictions. Characters should still be 'non-evil' team players.

-No diplomacy or intimidate. People will react to what you say and do, not what you roll. Having a high charisma will still influence this.

-No firearms

-Magic/Psionic transparency. Ie detect magic will detect psionics and vice versa. Same with dispelling, anti-magic fields and anything else that comes up. They effect each other equally, but are still separate things. SR=PR.

==========================

Who:I'm looking for five players who can make one post or so a day. I want there to be a consistent flow in this game. If you are causing delays (especially in combat), I may GMPC you to advance the story. Characters will be members of the Venture Syndicate, a pseudo-governmental adventuring organization very similar to the Pathfinder Society.

Venture Syndicate

Character Creation:

Level: 2

Ability Scores: 17 point buy. No higher than an 18 starting score after racial modifiers.

Races

Classes (All archetypes subject to veto, but most should be fine. Unless otherwise stated in the document. Note magic users other than druids will be subject to constant death threat if they use their abilities.)

Traits: One Venture Syndicate trait, and one of your choice (any category).

Starting Gold: Average for your class. Weapons and armor available for purchase can be found here. Other mundane adventuring gear should all be available except for alchemical items.

No 3PP besides Psionics.

PBP/DM Style stuffs:
I roll initiative for everyone individually in combat, I also use maps. I will occasionally make other rolls for the PC if it would be faster than requesting it. All rolls are done in the open. I will try to prompt you for skill usage when appropriate.

I try to follow rules as written as best possible. If you make a mistake I will correct you, and if I make one (which I do) I hope you'll correct me.

To submit please make a character using the above information. You need an alias, which the stats listed in a stat block inside (no links to character sheets), along with a 3-5 paragraph background and a description of your character's appearance. The fewer spoiler buttons I have to click to see your stats the better. I will only consider complete characters.

Recruitment will be up for 11 days or until I get 20 complete submissions. Decisions will be about 1/3 build strength, 1/3 writing and 1/3 creativity/mojo. I'm sure there will be questions, feel free to ask anything. The setting is largely fluid at this point so feel free to make up names/locations for your character's background. I'll veto anything I don't like, but I'll try to offer an alternative.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice
1 person marked this as a favorite.

The 4th of Neth has arrived, and with it the time of the annual quest for the Everflame. On this day 174 years ago, Ekat Kassen and his men set out from town to find Asar’s camp and deal with the evil mercenary. Mayor Uptal has made his way around to each of the heroes in the last few days, informing them that they are to travel light, carrying only what they absolutely need (weapons, armor, spellbooks etc). Rations and other generic gear will be provided. They are to gather in the town square at noon to begin the quest. The sun has just crested the eastern treetops, leaving a few hours to put last minute business in order before the appointed time arrives.

If you wanna do anything before the quest, now's the time. Go ahead and describe yourselves and what you do before noon.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

This thread is for OOC discussion.


This campaign is something I've been wanting to try. It's going to be the Price of Immortality module series (Crypt of the Everflame, Masks of the Living God and City of Golden Death), followed up by Conquest of Bloodsworn Vale and Realm of the Felnight Queen. It will be set in an E6 version of Golarion (same as normal except everything over 10th levelish doesn't exist, and things with class levels are capped at level 6.)

The first module in the series, Crypt of the Everflame, takes place in a small town called Kassen. It is assumed to be your characters' first adventure, so they should be young and relatively inexperienced. Kassen is a small town on the Tourondel River in the Fang Wood of Nirmathas. It's a relatively close-knit settlement with origins that stretch back to the year 4522 AR, when the town's founder, Ekat Kassen, grew tired of life as an adventurer and retired there. He died in 4535 AR leading the townsfolk in a battle against his former companion Asar Vergas and his group of mercenaries. After the battle the few remaining townsfolk buried Kassen in the crypt and set an eternal flame over his resting place, so that all that visited might find warmth in the wilderness.

Over the years (in game year will be 4709), the Crypt of the Everflame has become an important part of the history of the town. The townsfolk view the crypt as a memorial to those difficult first years of the town’s history. Every autumn, a few of the townsfolk make a pilgrimage to the crypt to light a lantern from the flame and bring it back to town, where it is preserved all winter, a symbol of the town’s resilience. Most years, the town mayor and a group of dignitaries perform this quest. Every few years, however, a handful of younger townsfolk are given the honor of lighting the lantern. Many see this as a passage into adulthood, a taste of adventure before settling down to work and marriage. This year is special, it has been 4 years since the mayor last decided to send a group of young heroes to the crypt. You were recently informed that you would be taking part.

================================

Requirements:
-You haven't played or read the above modules. I have no way of checking, but please be honest.
-You can post once a day. Some days may not require a post depending on game flow, but if you don't post post for over 48 hours and are holding up the game I reserve the right to play you until you return. If you are gone for over a week with no explanation, I will likely boot you from the game.
-No PVP

My Style:
I try to run rules as written, but am willing to accept correction when I inevitably goof up. I will also correct you if you make a mistake. I use maps for combat. I will roll initiative for everyone and occasionally roll skill checks for you when needed. In combat I will always prompt people who need to act for actions, and then summarize where appropriate. As prewritten mods there should be a decent mix of role-play and roll-play, but I tend to lean towards using dice to speed things along where possible.

House Rules:

E6 Rules modified for Pathfinder where necessary. Ask if you have a question about something.

Wounds and Vigor

Armor as Damage Reduction

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

Hero Points

Alignment:Alignment will be largely ignored. Remove all spells dealing specifically with alignment. This does not mean that the characters can be 'evil'. In fact they are expected to be 'good' heroes. It simply means there is no rigid metaphysical divides in this Golarion. Any class with an alignment restriction loses it. Paladins may worship any god, save 'evil' gods who have anti-paladins. 'Neutral' gods can have either paladins or anti-paladins.

No 3PP at all.

Character Creation:

Ability Scores:15 point buy
Level:1
Races:Core+Aasimar, Tiefling, Ifrit, Oread, Sylph, Undine
Classes:Any, all archetypes allowed (subject to Veto, but I'm pretty flexible)
HP:Maximum at first, then half HD+1 after that
Traits:2
Gold:Maximum starting gold for your class.

I am looking for four players, one in each of the traditional party roles (skill, martial, divine, arcane). The divine and arcane chosen will both be a full casting class, other casters will be shunted into the other categories. Characters for the skill category get major bonus points for having the ability to deal with traps. Martial just means high AC, high damage (any class could fill the role).

To have your character considered you need an alias, with all your stats in an easily readable format. (Example). You should also have two to five paragraphs of background information. You don't need a novel at this point, there are mentors in town that we will work out after selection. Just give me a good sketch of the character, how they act and why. Double check your writing, numerous or glaring spelling and grammar mistakes will count against you.

Recruitment will be open until Friday evening November 23 GMT+8, OR until I receive four excellent submissions.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Part One:The Haunting of Harrowstone

Please come to Ravengro immediately. My father, Professor Petros Lorrimor, has recently passed away and he's listed you as a beneficiary in his will, along with the request that you come to his funeral. Meet me at the Restlands outside Ravengro on the 6th of Neth in the morning. Once everyone required has arrived the funeral can begin.

Signed, Kendra Lorrimor

With the letter they received nearly three months ago still fresh in their minds, everyone has managed to arrive in time for Professor Lorrimor's funeral. It's a cold and windy autumn morning, and the sky is an overcast slate grey. Standing around the arched wrought iron entrance to the Restlands is a small group of people dressed in dark clothing. Next to them is ornate wooden coffin, complete with poles along the sides for carrying.

There are three men, a boy and a two women. Two of the men are old, one is short and pudgy with several chins and a pale sweaty appearance. The other is tall and broad shouldered with a thick head of silver hair and a handsome goatee. Both are wearing black suits. The third man is middle aged, and somewhat resembles a barrel. His short brown hair is combed back and he sports a thick handlebar mustache and rosy red cheeks. He's wearing a black cap and black wool vest over dark grey shirt and trousers. The teenaged boy standing next to him is thin as a rod, but their features are similar enough that you suspect close relation. One of the women is in her late thirties short and small, with auburn hair that's pulled back into a bun. She's rather bookish looking behind her wire-framed spectacles. The final woman must be Kendra Lorrimor. The tall attractive twenty something is wearing a conservative red dress and has her milk chocolate hair pulled up into a loose bun. Her large almond colored eyes are red and puffy as if she's been crying. She looks up and forces a smile upon seeing you approach. "Oh, hello. I'm Kendra, you must be one of the people listed in the will. Might I have your name please?" The rest of the people stop whispering to each other and look up, watching the new strangers cautiously.

Go ahead and describe your character and introduce yourself. Remember this is your first impression. I'm gonna assume everyone arrived basically simultaneously for simplicities' sake. Whoever posts first is who she addresses first, but you'll all be arriving within a minute of each other.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

This is the OOC discussion thread.


Tales are told throughout Golarion of shadowy figures that lurk in dark corners—stories recounted at children’s bedsides feature bestial creatures that come out only when the moon is right, and fireside legends speak of otherworldly beings beyond reckoning, whose very existence is more than the human mind can bear to know. These are the legends that explain where the blood of the family cow went, and why clerics spend so much time ensuring the proper Pharasmin rites are observed at gravesites throughout the Inner Sea. One can write them off as simple, scary stories in Absalom or Westcrown, but in Ustalav, everyone knows the truth of the things that go bump in the night.
In the Carrion Crown Adventure Path, the horrors of the night become undeniably real as the PCs undertake a journey that will decide the future of a nation.

-Carrion Crown Player's Guide

It's autumn (just missed Halloween) and time for me to run my first AP.

-----------------------
Expectations
-Committed players who can post once a day.
-Adults who aren't squeamish about mature content (foul language, gore, sexual themes etc). Nothing that will get the thread locked, but I like it gritty.
-If you don't post for a week without an explanation first, I reserve the right to remove you from the game. If you don't post for an extended period (48+ hours) in combat, expect to be warned then quickly DMPCed.
-No PVP or antagonizing other players. If your character has a problem with another character you are expected to resolve it peacefully in-character. Even if that means agreeing to disagree and allowing the other party members to make a decision.
-I try to run all rules as written, unless otherwise stated before hand. If I mess up, tell me and I'll fix it. If you mess up, be willing to accept correction.
-Optimized, or at least streamlined, characters. If you hate "roll playing" and think having a strong character is stupid then this is not the game for you. That being said, I also expect role-players.
-You have read the Carrion Crown Player's Guide and are at least somewhat knowledgeable about Golarion.

Game Style
-Maps for combat
-I roll initiative for everyone, enemies of the same type all act together. Combat is run in chunks. Ie all players before monster A and monster A (update), then all players after A but before B and B (update), then any left over players (update).
-I will try to remember to prompt you for knowledge rolls, and may sometimes roll skills for you when it would benefit you.

House Rules
Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

Hero Points

Character Creation
Level: 1

Ability Scores: 20 point buy

Alignment:Non-evil

Races: Anything listed here. The weirder it is, the better your story should be. I hate Tengu, and think a couple of the other ones are cheesy. (Just fair warning) Alternate racial traits and heritages are fine. No Fiendish Heritage, you can be a Demon-Spawn or Asura-Spawn or whatever without the feat, no abilities of the d100 table.

Classes: Anything Paizo, all archetypes available

HP:Max at first, then 1/2+1

Traits: 2 traits, one must be a campaign trait.

Starting Gold:300

No third party anything!
-----------------------

To apply you need a completed alias, including complete statistical crunch, a 3-5 paragraph backstory (the more linked in with the campaign the better), one paragraph of appearance description and one paragraph about their personality. I am recruiting four players, plus one that I already have (playing a male human Witch of undetermined archetype). So the total party will be five. I'm looking for good writing and characters that will mesh well together. Numerous grammar and spelling mistakes will disqualify you. People who have a 500+ post count on the boards will receive first consideration. Recruitment will be open for three days (until Sunday morning November 4 EST) or until there are 15 complete applicants.

Lets get our horror on!


Hello everyone, I'm looking to optimize a martial artist archetype monk. He'll be starting at second level, human, 24 point buy. Any paizo stuff on d20pfsrd.com should be kosher.

I'm looking for optimized damage output over everything else. Is two-handing a temple sword and flurrying still my best bet, or is that somehow illegal now? Any advice on feats etc would be welcome. I haven't kept up on all the various monk archetypes and style feats. I'd like to stick with martial artist, but would switch to another archetype if the damage output were significantly higher. Thanks in advance!


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Xylor:

The journey from Kellreach has been long and exhausting. Even your trusted companion Irissa was unwilling to accompany you for the last stretch of the journey from Vigil to Freedom Town. Her parting words were, "I wish you all the best, dear Xylor. But I cannot travel so far from my home when it might need protecting. Not on the words of an orc." The words she referred to still ring fresh in your memory. "You are wood, and earth, and water. Seek the one of air and fire, in the town of Free Men."

The dream has come every night since you first heard those words. In the dream, you are on the edge of a great forest. In the distance you can see a large walled city. As you watch, a black tide begins to rise slowly in the west and south. It sweeps across the land, drowning everything in darkness. By the time it reaches the city walls, it is a raging torrent of blackness. The tide smashes the walls in a single blow and floods the city, burying it beneath stygian waves. The vile sea barely slows down before turning toward the forest. You begin to run, but cannot escape the torrent. Just as it is about to engulf you, a pair of strong hands reaches down from above, grasping you by the collar. Looking up, you see a half-orc borne aloft on eagle's wings. The dream fades as he carries you up toward the sun.

Each morning after the dream, you have awoken drenched in cold sweat, the spirits of the dryads whispering a name in your ear "Arnrich…..Arnrich……" Today is the day that you finally will reach Freedomtown, and hopefully some answers.

Arnrich:

Freedomtown is everything you hoped it would be. Ashcrom was hesitant at first to invest in such a volatile area, but you were able to convince him that you could do a lot of good there. Your halfway house for young half-orcs trying to escape from Belkzen has been a resounding success. You've managed to place over a dozen youths into jobs or apprenticeship programs throughout Lastwall over the past year. Currently the house is empty, and you've had plenty of time to work on your formulae. In fact that's what you're currently doing when you hear a soft knocking on the front door.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Here is the discussion thread.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Made this so us Fallen can plan our Army and coordinate our characters.

My character

Campaign Info Tab wrote:

Both the Heroes and the Fallen need to create the following:

- Up to 7 different CR 1/2 basic NPC to serve as the bread and butter of their armies.

- Up to 5 different CR 1 veteran NPCs

- Up to 3 different CR 2 experienced NPCs

- Up to 2 different CR 3 elite NPCs

- Up to 2 different CR 5 leader NPCs

These NPCs will serve as your armies and can be sent to defend locations, attack enemy bases, pillage villages, etc.


I have been thinking that PBP could be really fun for a solo campaign or a duet. This is will be my attempt at it. I am looking for one or two players who are excellent writers and have the ability to post every day.

The character(s) will be agents of a powerful outsider or deity representing one axis of the alignment compass (law, chaos, good, evil or balance). It will be set in Golarion.

Character Creation:

Level: 7

Ability Scores: 6d6 drop the lowest three; reroll anything under 8

Races:Anything 15 RP or under, including custom races (subject to veto).

Classes/Archetypes: Anything Paizo

Traits: 2 as normal

Feats: If one player get Leadership for free.

HP: Max at first, then 1/2+1

Starting Gold: 28,000 GP (No item crafting other than consumables)

To apply you should come up with a character concept. The more detailed the better, but at a minimum race, class(es) and patron. You should also create nine NPCs that your character knows. Three allies, three enemies and three acquaintances. A couple lines of description each will do. No crunch will be necessary at first, though it wouldn't hurt. If you prefer any variant rules feel free to mention them.

I plan to leave this open until I find a character that strikes my interest. If two people seem to have similar concepts I might ask them to work together. If there are any questions please ask.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

OOC Thread.


Hey everyone. I've been wanting to try M&M 3e out. The rules are up here for free. Are there by any chance other interested parties out there, including a DM? I'd run it myself, but I'm at my limit of running games at the moment and I've never played the system before. I'd be willing to try any power level or theme of campaign. Thanks ahead of time to any potential DMs.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

Discussion Thread


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

This is the OOC discussion thread. Everyone, I want you to come up with one connection each to the other 4 PCs. It can be either positive or negative, just list them in a spoiler and copy it into your profile. Any connection that would require the other person's consent just ask first.

Example:

I'm jealous of Haldorf.

I'm in love with Micha.

I hate Variziel.

You get the idea, you should flesh it out a little more. Include the reason for the connection.

I will be going over everyone's stats for rules mistakes tomorrow.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

This is your last chance to buy gear before you head out. Don't forget food and water. Also feel free to finish up any roleplaying, but whenever you're ready…

08/18/4712 07:00 Day 2

The morning finds you packing your gear and preparing for your expedition. Once everyone has gathered, you head out of the keep past the great statues of St. Clydwell. Yours is not the only group making its way down the dusty road to the river docks this morning, you see at least two or three other groups of crusaders headed there as well. The trip is short, less than half a mile. Barely any time to appreciate the lovely summer morning. As you approach the docks themselves there is a stone, fort-like building and extending from it a small dock with three large flat bottomed river-ferries moored there. The ten foot wide double doors to the building stand open, and there is a cleric sitting at a desk just outside them. He is a human man with no hair, the cuffs of his white robes are stained with ink. Before him on the table is a stack of papers along with a silver quill and jar of ink, next to them is a stick of white wax and a seal.

"Hello! Right this way please. We'll get your charter signed, and you'll be off." he calls out, motioning you closer. "Quick as you like." He seems harried, possibly a bit overworked and underpaid. Once you are close he asks, "Right then, who's your spokesperson?"


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

This is your last chance to buy gear before you head out. Don't forget food and water. Also feel free to finish up any roleplaying, but whenever you're ready…

08/18/4712 07:00 Day 2

The morning finds you packing your gear and preparing for your expedition. Once everyone has gathered, you head out of the keep past the great statues of St. Clydwell. Yours is not the only group making its way down the dusty road to the river docks this morning, you see at least two or three other groups of crusaders headed there as well. The trip is short, less than half a mile. Barely any time to appreciate the lovely summer morning. As you approach the docks themselves there is a stone, fort-like building and extending from it a small dock with three large flat bottomed river-ferries moored there. The ten foot wide double doors to the building stand open, and there is a cleric sitting at a desk just outside them. He is a human man with no hair, the cuffs of his white robes are stained with ink. Before him on the table is a stack of papers along with a silver quill and jar of ink, next to them is a stick of white wax and a seal.

"Hello! Right this way please. We'll get your charter signed, and you'll be off." he calls out, motioning you closer. "Quick as you like." He seems harried, possibly a bit overworked and underpaid. Once you are close he asks, "Right then, who's your spokesperson?"


You are an average man or woman going about their day to day lives in the sleepy town of Korostin. Lost at the back end of a great empire, nothing ever happens in Korostin. The most exciting thing you can remember was seven years ago when the town guard shot down a half dozen starving orcs that were desperate enough to try a raid on the town itself. But all that's going to change soon, and you'll need to become a hero...

What:Homebrew Horror/Zombie themed E6 Pathfinder game. More setting information on the Campaign Info Tab.

Character Creation:

Level: 2

Ability Scores: 4d6 drop the lowest or 15 point buy

Races:Any core or featured race on d20pfsrd.com (Non humans will experience racism)

Classes:Adept*, Warrior, Expert (* Adept has been modified, see campaign info tab)

HP:Rolled, reroll less than half (ie reroll a 2 on a d6 but not a 3).

Traits:2 standard

Feats:All characters receive Hero's Fortune and Blood of Heroes for free.

Starting gold:200

House rules:

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter.

Hero Points

E6 Rules

A character submission should have complete statistical crunch, a background and a personality/appearance description. If you have more questions about the setting or anything else feel free to ask. Recruitment will remain open until I get four people committed enough to complete characters.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

This is the gameplay thread.


Hi everyone, I'm in a group getting ready to play an epic level game. One of the players is going to play a Half-Elf druid/20 Horizon Walker/5 and he asked me for feat and other advice for optimizing wildshape. I've never played a druid before so I figured I'd pass the question on here. What's the best way to take advantage of wild shape at that level?

Advice on any of the following would be welcome:

-feats (focus on crowd control)

-preferred forms

-useful spells to compliment wild shape

Thanks!


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

This is the OOC discussion thread for all the groups. If you have a question for me or just want to talk OOC, do it here. Once you've agreed to form a group in character, inform me here and I will create a gameplay thread for you.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice
1 person marked this as a favorite.

This is Clydwell Keep. Here you can gather parties to venture forth into the Worldwound. There are many services available in the keep for crusaders to take advantage of. I will list them here in the first post, and also on the campaign info tab. THIS IS AN IN CHARACTER THREAD

Map of Keep

1:These are the barracks. Crusaders staying in the keep are allowed to use them.

2:The eastern gate is flanked by two fifty foot tall statues, whose crenellated heads form the battlements of the two towers. Outside the wall is a pit full of cold iron spikes, and the drawbridge itself is magical. The small building just inside contains the mechanisms for operating the gate.

3:This is the smithy, operated by an ifrit named Muqaq Al'Vasiri. Here crusaders can purchase any arms and armament they may require for their journeys.

4:These stables are run by an elf named Willow Caerin. He's happy to provide lodging for anything from the mundane warhorse, up to the most exotic of mounts. For a nominal fee, of course.

5:This well is magical to ensure that any water drawn from it is always pure.

6:These are the latrines and bathhouse.

7:This is the infirmary, clerics of Iomedae are always on staff and willing to tend to the sick in return for a small donation to the church.

8:This is the cloister where the priests who serve in the temple and infirmary live.

9:This is an inn and common room for travelers visiting the keep. It's name is The Watchful Blade, and it's a generally clean and pleasant place. With many of the patrons being paladins and priests of Iomedae it's rarely home to any sort of trouble, despite many of the remaining customers being of dubious moral quality. This is a great place to meet and plan.

10:This is the keep itself, home to the Order of Holy Sentinels and the key Wardstone for the network that protects the border. They stand watch over the Demonscope, a powerful artifact that powers the Wardstones through the will and purity of the Holy Sentinels.

I'm just going to write a generic description of the induction process for the crusade, assume each of you had a similar experience upon arrival to the keep.

As you walk up the hill towards Clydwell Keep, you can see two impressive fifty foot high statues flanking the gate. They are identical representations of a man in plate mail armor with the symbol of Iomedae on the breastplate. He holds a longsword point down, the hilt clasped in front of his waist. The inscription near the base of the statues reads "St. Clydwell". Between the two behemoths there is an extremely sturdy looking drawbridge lowered over a deep pit full of cold forged iron spikes. The battlements above are swarming with white robed figures. Passing through the gates you come into what feels like a bustling marketplace or port. There are people, carts and animals everywhere, walking, talking, pushing, shouting, doing business and generally being quite busy. As you make your way through the crowds up to the keep proper you see everything from lordly paladins almost glittering with honor and charisma to greasy half-orcs who you wouldn't want to meet alone in a dark alley. Once you get to the keep you join a line of other hopefuls, slowly moving forward until you are assigned a group ushered into the main hall. The place is utilitarian and sparse, a large round chamber more than one hundred and fifty feet in diameter. You are arranged into a square formation in rows by some younger paladins. Then you are asked to kneel and an old man in the white vestments of a priest of Iomedae stands before you and says, "Today I honor you all by inducting you into the fifth most righteous and holy crusade of Mendev. In the name of Queen Galfrey, and Iomedae herself, I grant you authority to venture into the lands stolen from us by the worldwound. You are invested with the power to do whatever is necessary to reclaim said lands, and should you succeed, will be rewarded with lordship over them. Receive now our blessing." With that the younger paladins walk through the crowd sprinkling holy water on everyone and muttering prayers. When they are finished the priest speaks up again. "Rise now and go forth as holy warriors, sanctified and furious. May your blades strike swift and true at the heart of evil, driving it back to the pit from whence it came!"

The young paladins come forward and escort you out from the keep, telling you that should you succeed in retaking enough land to erect a wardstone (4 hexes) to return or send word back, and that they would send warriors and clergy immediately to begin construction. They assign you to one of the barracks and wish you good luck.

You can do whatever you want now.


5th Crusade Monster Stats:
AC 28, touch 8, flat-footed 28 / Fort +18, Ref +4, Will +11 DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24 / AOO: [dice=Pincer]1d20+16[/dice [dice=Damage]2d8+18[/dice

The Great Chieftain Wammsutta Thunderstick of the Kinkanoa has called a gathering of the chieftains. Not ten days ago, his elder brother Bakkata (at the time Great Chieftain) fell dead mysteriously on the road outside Elesomare. He had just concluded a peace talk with the Lord Governor Branden Kern. The brothers' father had kept the tribes at an easy peace with the white man, trading land for guns and other manufactured goods. Slowly selling off the land of the tribes, fearing what would happen if he refused to sell ever more to the greedy foreigners. After the old chief passed away Bakkata assumed the mantle and had demanded a stop to the purchases of land, and to the building of new settlements. The colonists refused, and Bakkata's trip to Elesomare was a final attempt to convince them otherwise. With his brother dead under suspicious circumstances, Wammsutta is determined to gather an army capable of driving the foreigners back to the sea.

You are either already part of Wammsutta's tribe/warband or you are the representative of your own tribe at the council. You can decide which and why based on your backstory.

The gathering is being held deep in the forest, around a massive clearing used for this purpose since ancient times. Rarely have you seen so many greenskins in one place. There are hundreds of men gathered here to hear the words of Wammsutta. The clearing is full of hide and cloth tents and cookfires. The season is early spring, and an icy chill still grips the air, snow still lies on the ground. The morning of the address, four strangers find their tents all placed around the same campfire.

Go ahead and introduce yourselves, describe yourselves, etc..


Queen Galfrey of Mendev, Sword of Iomedae, has called for a fifth and final Mendevian Crusade. An open call has been issued to any with strength and courage to make their way to Clydwell Keep near the city of Kenabres in order to join. She has decreed that anyone who can take and hold blighted lands long enough for a Wardstone to be erected there will be declared lord and master of those lands in perpetuity, under the authority of the crown of Mendev.

House Rules:

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed in this book, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

Hero Points

Alignment:All mortals who lack a divine aura are considered neutral. People with divine auras (clerics, paladins) are an exception. All good gods have paladins, and a paladin's alignment matches its god's. A cleric's alignment must also match their gods. Outsiders and other supernatural beings may fall anywhere on the alignment spectrum. Morality will be fairly grey in my Golarion.

Character Creation:

Level: 6

Ability Scores:6d6 drop the lowest three or 20 point buy. You can reroll any score that ends up lower than 6 one time.

Races:Basically any Paizo, including custom races from ARG up to 11 RP (custom races need to be approved individually, exceptionally powerful normal races may also be vetoed. ie Drow Noble)

Classes:Any paizo on d20pfsrd.com, all archetypes available.

HP:Max at first, then 1/2+1

Traits:2 traits, standard rules apply

Starting Gold:Standard, 16,000 GP (no crafting gear other than potions, wands and scrolls)


I've found I enjoy running PBP games a lot. One of the games I was playing in died, another I planned on running was a still birth and still a third is getting off to a very slow start. So instead of proposing another niche game that may or may not interest people I'm going to take a general interest poll of people here currently looking to get into another game. I could run several types of games:

-Adventure path (basically any)

-Apocalyptic/Post Apocalyptic (future or fantasy or zombie or whatever)

-Sandbox/Exploratory Fantasy

-Dungeon Crawl

-Supernatural Horror (Ie True Blood, Lost Girl, Grimm, et al.)

-Historical Fantasy

I am open to a lot of house rules, and anything Paizo on d20pfsrd.com (including the ARG). If one of the above type games would interest you please chime in, be as specific as you can. Also mention any house rules you like or do not care for, and what level of play you would prefer (Low, Mid or High). I'm hoping to get a group of four to five people wanting to play the same thing.

My style: While my games do include story, my homebrews tend to be relatively combat heavy. I use interactive maps for all battles and dungeons. I'm running a couple dungeon crawls right now with basically no NPCs, they are very combat heavy. Also running two more story driven games that can go a week or more between combats. I prefer to keep things moving, and stick to a strict interpretation of the RAW whenever possible. However if you want to do something outside RAW I try to be flexible and fair (just ask first).


This is an interest check/recruitment thread for a zombie apocalypse type scenario. Set in a slightly homebrewed version of Golarion.

The game would take place in and around Tamrivena in Ustalav in the year 4800 AR, the year of the Ravening. The advancement of firearms has put power into the hands of common men, even as far north as Ustalav. Life was beginning to look up in the harsh county of Canterwall, and then one morning pale grey forms could be seen shuffling through the mists. Coming with a hunger that only flesh could sate, coming in numbers that made bullets irrelevant.

In classic zombie fiction fashion your characters will be regular folks who are forced to become extraordinary in order to survive the hordes of walking dead invading their cheery lives.

House Rules:
E6

Guns Everywhere: Guns are commonplace. Early firearms are seen as antiques, and advanced firearms are widespread. Firearms are simple weapons, and early firearms, advanced guns, and their ammunition are bought or crafted for 10% of the cost listed in this chapter. The Gunslinger loses the gunsmith class feature and instead gains the gun training class feature at 1st level. (All archetypes that grant a feat/ability for an early firearm are instead considered to give that feat/ability for the equivalent advanced firearm.)

Hero Points

Character Creation:
Level:1

Alignment:All mortals other than paladins are considered to be neutral in alignment. All good aligned gods have Paladins, and a paladin's alignment matches their god's.

Ability Scores:18 point buy

Races:Human, Elf, Dwarf, Half-Orc, Half-Elf, Gnome, Halfling

Classes:Alchemist, Barbarian, Bard, Cleric, Fighter, Gunslinger, Paladin, Ranger, Rogue, Wizard

HP:Max at every level

Traits:2, standard rules apply.

Feats:Everybody gets Hero's Fortune and Blood of Heroes as bonus feats at first level.

Starting Gold:350
---------------------

If I can get four players with good quality characters I'll run this game. I expect a completed character to have an Alias, statistical crunch and a background, a personality and an appearance description.

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