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Devourer

Vamp's page

47 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).



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Hello everyone,

I have been working on writing an RPG ruleset+campaign setting and I think it's ready for a public PBP playtest. My game is called Athakhis, after the planet it's set on.

Athakhis is a rules light, tactical, sword and sorcery RPG. It's set on a post-apocalyptic desert planet. You play a human with genie blood who has access to a few elemental magic powers. The setting strives for a non-European flavor, instead drawing influence from North African, Middle Eastern and South/Central Asian history and mythology.

Intellectual properties that have influenced me in creating Athakhis are Al-Qadim, Mad Max, Elder Scrolls: Oblivion, Avatar: the Last Airbender, One Thousand and One Nights, Ray Harryhausen's Sinbad movies, and Robert E. Howard's Hyborean Age.

Athakhis Setting Document

What I'm looking for right now is people who might be interested in checking out the setting and rules by playing through a short adventure set in and around Ahgradin.

The rules are so simple that I will teach the specifics after I select players. The core mechanic focuses around resource management in the form of pools of six sided dice. Outside of combat it plays very similarly to Pathfinder or D&D. Combat in Athakhis is like combat in RISK in many ways, it's about energy management and not extending oneself too far. It also utilizes the RPG standard five foot grid and tokens/miniatures to simulate battle, going for a skirmish wargame kind of feel.

I'm looking for 4-6 people ideally. If reading through the setting document gives you a character concept, go ahead and post it. I'll monitor this thread for any questions people might have. If I see enough interest, I'll go ahead and make it an official recruitment with more specific submission guidelines. Thanks for checking out my game!

RPG Superstar Season 9 Top 16

Ooooooooooh yeah, baby. Dream come true!


I have a player who successfully pinpointed a creature under greater invisibilty during one round (due to the invisible creature casting a spell with a point of origin), and shot it twice with his longbow, successfully overcoming the miss chance. Now the player is insisting that his arrows should be visible, and that he should be able to visually track them in order to automatically pinpoint which square the invisible creature is in. Furthermore, he is asking that it negate/mitigate the miss chance from total concealment. I know that this is wrong, but I don't know how to articulate the reason it's wrong using the rules. Can anyone spell out exactly why, per RAW, the arrows shouldn't be visible?

I know I can just say, "I'm the DM, too bad bub." But I don't like doing that unless I have to. Thanks in advance for any advice.


For the last four millenia The Isle of Jalmeray, a former outpost of the faraway kingdoms of Vudra, has long been an isolated pocket of Vudrani culture in the Inner Sea. Its location in the Obari Ocean between Nex and Qadira makes the "impossible kingdom" more accessible than the far flung eastern reaches of Casmaron. The inhabitants of Jalmeray include an unusually high number of monks, and other mystics. The island is home to dozens of monastic orders. The prowess of their martial artists is renowned across continents, and the three Houses of Perfection (the Monastery of Untwisting Iron, the Monastery of Unfolding Wind and the Monastery of Unblinking Flame) are the most sought-after monasteries of the Inner Sea region. To qualify for training at one of the Houses of Perfection, the potential applicant must complete daunting entrance trials, such as racing a djinni that is as swift as the wind, wrestling a stony shaitan, and outwitting a cunning efreeti. The many who fail to pass these rigorous tests but still show potential can find training at one of the "lesser" centers of martial learning on the island. One such place is the secretive House of Five Elements. Few have heard of the monastery, and even fewer are allowed to study there. The House of Five Elements is the foremost place in the Western hemisphere to train students in the art of elemental magic called kinesis. Master kineticists of all elements reside there, where they strenuously test potential students for the most capable of elemental channelers. Rather than learning to use their bodies as weapons, the monks in the House of Five Elements channel raw elemental power in combat. You are one such monk. You have spent decades in training, learning to channel and control your chosen element. In the long tradition of the East, mastery was passed down to you through strict monastic discipline and rigorous training. For most of you, the monastery dominates your memories of the past, having spent most of your lives there. But even the strictest of masters must eventually allow their students out into the world.

All four of you have been called together by Master Roshi, the aged Minkaian abbot of the House of Five Elements. It is whispered among the students that Master Roshi has mastered all five elements. He is rarely seen, and even more rarely heard. A summons to his chambers was enough to set your stomach churning, and your heart fluttering. Had you done something deserving of punishment? The master sits cross-legged on a simple woven bamboo mat in his plain chamber, a small brass bowl of burning incense on the floor before him. His skin is withered with age, his body thin and wiry. Despite this he sits as straight as if his back were made of iron, eyes closed. He is bald, and has a magnificent, long white beard. He does not move until all four of you are in the chamber, then his eyes snap open. "Sit!" he commands. Once all four of you are seated cross-legged in front of him, he continues. "As you all know, we dwellers in the house hold ourselves apart from the outside world. It is not the way of the elements to interfere in the balance of things. However, sometimes imbalance must be corrected. As you may have heard, a cult of Dhalavei is active in Jalmeray."

Knowledge (Religion) DC 15:
Dhalavei is the evil Vudrani goddess of silent internal rot. For centuries her death cults have wormed their way deep into all kinds of organizations and institutions across Vudra, only to wreak havoc and chaos upon them. The cultists are well known for pouring acid into the mouths and eyes of the corpses of their victims, to simulate the internal rot that they venerate.

Knowledge (Local) DC 15:
Two weeks ago, a favorite cousin of Thakur Kharswan, Jalmeray's ruler, disappeared suddenly. With the help of divination magic, his corpse was found bearing the cult’s ritual sacrificial markings. Incensed at the attack on his family, Kharswan called on the Maurya-Rahm (his legion of advisors and administrators), and demanded that they outlaw the cult and prohibit the worship of Dhalavei. The ban came down.

Knowledge (Loacl) DC 20:
The advisors warned that the killing was a calculated measure to observe the thakur’s response, and that such a drastic reaction might be unwise. Kharswan would not relent,
however. That very night the thakur received a death threat from the forbidden cult.

"I have been approached by a member of the Maurya-Rahm. He is convinced that the House of Five Elements can be trusted because we separate ourselves from the outside world as much as possible, and seek to play no role in politics. Lord Raheem Pandisar has requested that I send a team of my best acolytes to aid him in rooting out and destroying the cult, before their corruption ruins the balance on Jalmeray forever. He feels no one else can be trusted, for the rot might be anywhere." Master Roshi looks at each of you in turn. "You are the four I have chosen for this task. You have been with us for many years, and each of you has learned to master your own element. Will you agree to go forth and represent our monastery in the outer world, to redress the imbalance which is rotting Jalmeray from the inside?"

You may post now. Please include a description of your character's appearance in your initial post. A linked image is fine if you have one in mind. Otherwise, the game is on!


This is the discussion thread.


Here

Recruitment ends March 24th.


Hello. I am about to start running a game at 8th level where the entire party is kineticists. I am wondering how the interaction of kinetic blade, metakinesis empower, and infusion specialization 2 would work.

First, the burn cost would be 1 (kblade)+ 1 (empower) = 2 normally. Does the infusion specialization reduce this to 0, or 1? I am unclear whether the metakinesis burn falls under the infusion spec reduction or not.

Secondly, is it still no action to use kinetic blade combined with metakinesis? Metakinesis says it functions like a metamagic feat, which for spontaneous casters would increase a standard action spell to a full round one. How does metakinesis work with action type?

Thanks ahead of time for any clarifications.


For the last four millenia The Isle of Jalmeray, a former outpost of the faraway kingdoms of Vudra, has long been an isolated pocket of Vudrani culture in the Inner Sea. Its location in the Obari Ocean between Nex and Qadira makes the "impossible kingdom" more accessible than the far flung eastern reaches of Casmaron. The inhabitants of Jalmeray include an unusually high number of monks, and other mystics. The island is home to dozens of monastic orders. The prowess of their martial artists is renowned across continents, and the three Houses of Perfection (the Monastery of Untwisting Iron, the Monastery of Unfolding Wind and the Monastery of Unblinking Flame) are the most sought-after monasteries of the Inner Sea region. To qualify for training at one of the Houses of Perfection, the potential applicant must complete daunting entrance trials, such as racing a djinni that is as swift as the wind, wrestling a stony shaitan, and outwitting a cunning efreeti. The many who fail to pass these rigorous tests but still show potential can find training at one of the "lesser" centers of martial learning on the island. One such place is the secretive House of Five Elements. Few have heard of the monastery, and even fewer are allowed to study there. The House of Five Elements is the foremost place in the Western hemisphere to train students in the art of elemental magic called kinesis. Master kineticists of all elements reside there, where they strenuously test potential students for the most capable of elemental channelers. Rather than learning to use their bodies as weapons, the monks in the House of Five Elements channel raw elemental power in combat. You are one such monk. You have spent decades in training, learning to channel and control your chosen element. In the long tradition of the East, mastery was passed down to you through strict monastic discipline and rigorous training. For most of you, the monastery dominates your memories of the past, having spent most of your lives there. But even the strictest of masters must eventually allow their students out into the world.

All five of you have been called together by Master Roshi, the aged Minkaian abbot of the House of Five Elements. It is whispered among the students that Master Roshi has mastered all five elements. He is rarely seen, and even more rarely heard. A summons to his chambers was enough to set your stomach churning, and your heart fluttering. Had you done something deserving of punishment? The master sits cross-legged on a simple woven bamboo mat in his plain chamber, a small brass bowl of burning incense on the floor before him. His skin is withered with age, his body thin and wiry. Despite this he sits as straight as if his back were made of iron, eyes closed. He is bald, and has a magnificent, long white beard. He does not move until all five of you are in the chamber, then his eyes snap open. "Sit!" he commands. Once all five of you are seated cross-legged in front of him, he continues. "As you all know, we dwellers in the house hold ourselves apart from the outside world. It is not the way of the elements to interfere in the balance of things. However, sometimes imbalance must be corrected. As you may have heard, a cult of Dhalavei is active in Jalmeray."

Knolwedge (religion) DC 15:
Dhalavei is the evil Vudrani goddess of silent internal rot. For centuries her death cults have wormed their way deep into all kinds of organizations and institutions across Vudra, only to wreak havoc and chaos upon them. The cultists are well known for pouring acid into the mouths and eyes of the corpses of their victims, to simulate the internal rot that they venerate.

Knowledge (local) DC 15:
Two weeks ago....

'I have been approached by a member of the Maurya-Rahm. He is convinced that the House of Five Elements can be trusted because we separate ourselves from the outside world as much as possible, and seek to play no role in politics. Lord Raheem Pandisar has requested that I send a team of my best acolytes to aid him in rooting out and destroying the cult, before their corruption ruins the balance on Jalmeray forever. He feels no one else can be trusted, for the rot might be anywhere." Master Roshi looks at each of you in turn. "You are the five I have chosen for this task. You have been with us for many years, and each of you has learned to master your own element. Will you agree to go forth and represent our monastery in the outer world, to redress the imbalance which is rotting Jalmeray from the inside?"

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

The Game

I am going to run Cult of the Ebon Destroyers, a 32 page Pathfinder Module for 8th level characters set on the island of Jalmeray. The twist is that the party will be all kineticists, one of each element. I am looking to recruit five characters for this game. I am an experienced PBP GM and will be using Roll20 for maps. Check my profile for examples of my games.

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

You

You are an experienced PBPer, who can commit to posting at least once a day every weekday until this module is completed. People who cannot post at least once each weekday need not apply. I will be enforcing posting frequency. If the game drops more than one player, I will end it.

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

Character Creation
Races - core (except gnomes and half-elves), geniekin (sylph, oread, ifrit, undine, suli), vanara, samsaran, ratfolk, kitsune, nagaji, hobgoblin. Why this random spattering you ask? Because I'm a PFRPG racist. These are just the races I like and think are thematically appropriate for this module. Nothing else will be allowed, don't ask.
Class - Kineticist only!!!!! Archetypes need approval by me, ask first.
Level - 8
Ability Scores - 17 point buy. Nothing lower than 8 or higher than 18 after racials (ABP and level advancement bonuses can raise stats above 18 after level 1)
Wealth - 16,500 GP (Keep in mind item restrictions from ABP)
Traits - None, unless you take a drawback, then one trait.
HP - Max at first, half hit dice+1+con modifier at every level afterwards (like PFS)

Note: The defualt language on Jalmeray is Vudrani, not Common. Many NPCs in this module will only speak Vudrani.

House Rules
Automatic Bonus Progression - Yes, kinetic blast can be your attuned weapon.

To submit a character please create an alias for them with a completed stack block in Paizo (or HeroLab) format. I also want a description of their appearance, and a brief backstory. Your backstory should tell me several things:
-Who is your characters family? Where are they now?
-Where are you from?
-When/why/how you got to Jalmeray
-How you found out about and entered the House of Five Elements
-Who your master in the House is/was

The backstory is how I will judge your writing ability, please do your best. I will be looking for strong writers, your stats will have little influence on getting picked (as long as you follow the rules, and make sure there aren't a bunch of mistakes).

Recruitment will stay open for two weeks from today. I reserve the right to close recruitment early if I see five characters that I really like. If I don't like a proposed character concept, I will tell you via PM to avoid you wasting time on completing a submission. Thanks for looking, and please let me know if you have any questions!

PS:Please do not post any RP in this thread. If you want to provide an RP sample for your character, write it and post it in a spoiler, but DO NOT RP WITH OTHER APPLICANTS. Thanks :)


What the f$%+? Something is wrong. You feel a tugging sensation in your gut. At first it’s unpleasant, but it quickly grows painful. What could make it feel like there was a black hole in your ass eating your own guts like that? Thoughts that you’re certainly going to die flood your panicking brain as the sensation spreads throughout the rest of your body. The world around you begins to blur, and twist. Your vision narrows to a fuzzy tunnel. Was it something you ate? Did someone poison you? Are you having a heart attack? Rapid fire speculations keep coming as your brain tries to make sense of the impossible. Soon everything goes black, and you lose all sensation of your body...Disembodied consciousness...how strange. Time suddenly loses all meaning. All the niggling aches, pains and sensations you didn’t even notice are gone. There is nothing left but the capacity for observation of the unfolding of reality. Suddenly stars appear, and not just the measly few strong enough to break through Earth’s atmosphere. ALL the stars appear, all around you, whirring and spinning by at incomprehensible speeds.

Nebulae and galaxy clusters never seen this way by human eyes before flash past in a seemingly endless parade. Suddenly, finally, it stops. One star grows in focus as you burst through the edge of its white corona to zoom through the space lovingly embraced by its heat and gravity. There is a planet now, surrounded by three moons of different sizes. One blue, one grey and the third a soft shade of pink. Hanging below them is a blue green sphere that could at first be mistaken for Earth. But, upon closer observation it’s clear to see that the planet is somewhere else entirely. The land masses are all the wrong shape, and there are too many of them. Your journey continues towards the planet’s surface, zooming in on a temperate area north of the equator. A beam of red, green and gold energy embraces your wayward consciousness, pulling it downward. Sensations begin to return as a new body forms around you. It feels like your old body, only clean and in good repair. There is something else there too, like an itching at the back of your mind, but you cannot place the sensation. Suddenly there are two others there with you, you feel their presence descending with you.

Full reality slams back into you as the lights become overwhelmingly bright. A hard unyielding surface of stone makes itself felt beneath your hands and knees. Your normal clothes are gone. It feels as if you are wearing a shirt of some kind, and loose trousers tucked into knee high boots. The lights fade, and the space comes into view. You are kneeling in a spacious, dome ceilinged room of some sort. A man wearing a strange suit of armor and wielding a sword stands before you. Looming above all of you is a statue of a creature that resembles a humanoid baboon with a long tail and large avian wings. Its tail ends in a bony club-like appearance. Three others kneel with you, forming a square around the man.


This is our discussion thread, we can banter and have out of character discussion here. We can also address any in game questions that might be disruptive to the flow of the gameplay thread.

RPG Superstar Season 9 Top 16 , Star Voter Season 8

This vaguely canine creature skitters forward on eight segmented, rootlike legs, accompanied by a gurgling growl issuing from its fanged, mandibled maw. Bulbous fungal pustules covering the mongrel’s deformed body leak clouds of musty-smelling spores as it attacks.

Phase Mongrel (Jumm-Vubburath) CR 7
XP 3,200
NE Medium plant
Init +7; Senses darkvision 60 ft., scent; Perception +11
----- Defense -----
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 85 (9d8+45)
Fort +11, Ref +6, Will +5
Defensive Abilities reactive escape; Immune plant traits
----- Offense -----
Speed 40 ft., climb 30 ft.
Melee bite +13 (1d8+10 plus grab)
Special Attacks colonize victim, paralytic spores
Spell-Like Abilities (CL 13th; concentration +15)
At will—ethereal jaunt (self only)
----- Statistics -----
Str 24, Dex 16, Con 20, Int 7, Wis 15, Cha 9
Base Atk +6; CMB +13 (+15 grapple); CMD 26 (28 vs. grapple, trip)
Feats Improved Grapple, Improved Initiative, Power Attack, Skill Focus (Stealth), Step Up
Skills Climb +16, Perception +11, Stealth +15, Survival +10; Racial Modifiers +8 Climb, +7 Stealth, +8 Survival
Languages Aklo, Mi-Go, telepathy 100 ft.
----- Ecology -----
Environment any non-cold land
Organization solitary, pair, or pack (2–12)
Treasure none
----- Special Abilities -----
Colonize Victim (Ex)
A phase mongrel can inject a mycelium-egg into the body of a living, corporeal, non-plant creature of at least small size that is pinned or helpless through its fanged mandibles as a standard action. The creature may become infected with an embryonic phase mongrel:
Disease (Ex) (parasite) Embryonic Phase Mongrel: Injury; save Fort DC 19; onset immediate; frequency 1/round for 6 rounds; effect 1d2 Con damage. An infected creature who dies from the disease bursts open 1d3 days later, producing a phase mongrel; cure 2 saves. The save DC is Constitution-based.
Reactive Escape (Su)
Whenever a phase mongrel is hit by a melee or ranged weapon it may choose to teleport up to 30 feet in any direction as an immediate action. Phase mongrels typically attempt to take grappled opponents with them. This ability otherwise functions as the spell dimension door (DC 15).
Paralytic Spores (Ex)
When a phase mongrel is hit by a melee or ranged weapon it can release a cloud of paralytic spores in a 5-foot-radius around itself as a free action. Any creature within range when the cloud is released must succeed at a DC 19 Fortitude save or be paralyzed for 1d3 rounds. This is a poison effect.

A phase mongrel looks like a cross between a large dog, a humanoid spider and a bloom of puff-ball fungus. Mi-Go scientists created these intelligent predators during a visit to Golarion. The aliens combined some features of two natural enemies—blink dogs and phase spiders, with some of their own bio-magical engineering. Phase mongrels are designed to kill and reproduce as quickly as possible, in an act of homage to the fecund goddess Shub-Niggurath. Phase mongrels have an instinctive fondness for Mi-Go and often willingly live with them as pets or guardians.
Without Mi-Go guidance, a lone phase mongrel feels driven to stalk and colonize an immature, elderly, or ill target. Once its offspring emerges from the first victim, the pair of mongrels work together to infect more creatures with their young. The group then forms a pack and coordinates their hunts, stalking, surrounding, and ambushing prey. When a pack grows to around a dozen mongrels, the members typically splinter off and go their own way to start new packs. Once introduced to an area, phase mongrels can easily eradicate a region’s animal and sentient life if not quickly exterminated.

RPG Superstar Season 9 Top 16 , Star Voter Season 8

7 people marked this as a favorite.

This skull-shaped edifice stinks of human misery. Corpselight Feedlot 477 serves as a human cattle farm for the undead of Geb.

Chattel Squares: Creatures automatically take 1d6 nonlethal damage each round. Each round the chattel grapple with a +5 CMB. They attempt to pin successfully grappled opponents in subsequent rounds.

RPG Superstar Season 9 Top 16 , Star Voter Season 8

2 people marked this as a favorite.

Lava Lash
Aura faint evocation; CL 3rd
Slot none; Price 16,800 gp Weight 2 lbs.

Description
This black stone ingot is formed from lumpy, solidified lava and sharp obsidian. It is rough and warm to the touch, but it is not hot enough to damage its wielder. When held, the shaft begins to glow cherry-red from the inside. The fiery glow leaks out through the obsidian spurs in the lumpy stone. On command, a fifteen foot long braid of fire and molten stone erupts from one end of the handle. The lava lash functions as a whip.

Attacks made with the lash are melee touch attacks. The lash deals 1d8 points of fire damage on a hit, but does not add the wielder’s strength modifier. If a creature is subject to a successful combat maneuver made using the lash, they must make a DC 15 reflex save or catch on fire as per the burn universal monster rule, taking 1d8 fire damage each round for 1d4 rounds.

The lash has four daily charges. As a standard action that does not provoke attacks of opportunity, the wielder can expend one charge to strike an object or creature within 50 feet with a long, thin tendril of lava from the lash. This use functions as the touch of combustion spell, with a save DC of 15. The lava lash can also shed normal light on command in a 40-foot radius as long as it has at least one charge remaining.

Construction
Requirements Craft Magic Arms and Armor, elemental touch or flame blade, touch of combustion; Cost 8,400 gp


The muggy damp of a northern summer pressed down on Victrix as she lay on her furs in her father’s hall. Staring up at the thatched roof above her, she felt sweat trickling down the contours of her body. The occasional buzz of a persistent mosquito in her ear warded off sleep, as did the rustling of the other women in her extended family, all sleeping in their aisle of the hall. Their village was home to 10 families, each with their own house. All ten halls were contained within the earthen palisade of a modest hill fort.

Swatting at the mosquito, Victrix chased the release of sleep, but it would not come. She lay there baking on her furs thinking of hunts to come and work she would need to complete at dawn. Then it happened. Her first clue that something was wrong was the hounds going going mad, barking hysterically. Probably a herd of wild hogs foraging past the village she thought. The hounds occasionally lost control when they scented such prey.

But the hounds didn’t stop. After a couple of minutes, she got up to creep out into the pre-dawn grey. She looked along the dark silhouette of the palisade, searching for the outlines of the sentries against the sky. They should have shut the hounds up by now. Except, she didn’t see them. Instead, she saw hulking shadows clambering quietly over the wall. Inhuman, ape-like shapes, some as small as children, others large as adult gorillas. Three shapes were inhumanly large. The village is under attack! The sudden realization hit her like a ton of bricks.

”ALARM, ALARM!” she screamed, ”RAIDERS ON THE WALLS!” The next few minutes were a blur. Victrix raced back into her family’s hall, rousing her relatives and grabbing her weapons. By the time she emerged back into the village with a handful of bleary eyed cousins and uncles stumbling at her back, everything had been consumed by chaos. Fire and smoke were everywhere, halls were burning. Raiders roared battle cries - grey-green skin rippled over corded muscle, and savage tusked maws spewed hate in guttural tongues. Steel flashed in the light of fires and the rising sun, blades met with clarion rings. The enemy giants were terror itself; their massive weapons tore men apart like they were paper dolls, flinging body parts and gore in wide arcs through the sky.

Victrix’s observations were cut off as she found herself face to face with one of the orcs. The brute was hideous. Half of his face was a scar, from some horrible burn by the looks of it. The rest of face was twisted in animal rage, white and blue warpaint mixed with filthy black hair. He swung a long axe at Victrix. She dodged with a backward passing step. Her greatsword snapped into a plow guard as instinct and muscle memory took over. The shining tip of blade aligned with the orc’s throat as she stepped back forward in an underhand thrust. The orc stumbled back, but not before her blade sliced through its shoulder at the right side of its neck.

Now the two combatants were both too close to use their long weapons effectively, and they knew it. The orc raider hopped back, slashing upward with his bearded blade in a reverse grip. The underhanded blow was anticipated by Victrix who cut down and across her body from her left shoulder, blasting the axe aside in mid-swing. She stepped back as part of her parry, and found herself at distance with the orc.

The orc flowed into the opening she’d created, this time leading with a horizontal slash of his battle axe. The blade whistled through the air, propelled by the savage’s muscles, and it was all Victrix could do to suck in her gut and hope for the best. The axe cut across her abdomen just above the belly button, opening her a centimeter deep. Her stomach burned with pain, and she felt the hot red blood instantly soak her shirt. Not wanting to miss her chance, she channeled the pain of the wound into false edge uppercut. Her greatsword caught the orc at an upward angle across his sternum and lower ribs as Victrix ripped her blade to the sky. The brief resistance of muscle and bone shattered under the force of her pain and fear. The orc raider was hacked clean in two, and fell in two pieces to the dirt.

Victrix looked around again. Half the village was in flames, and the other half was smoking. The raiders were retreating, clutching villagers in their grimy hands. The giants carried great leather sacks stitched from the hides of half a dozen aurochs over their shoulders. The sacks were squirming with captives inside. Here and there her people still struggled, but it appears most who had fought were cut down. Before Victrix could do anything more, the raiders were disappearing into the smoke. All except one that is. A lumbering, filthy, two-headed giant wearing chainmail and clutching a large flail in each fist stood near the destroyed village gate. Facing it was her father, proud in his lion-hide armor dyed red and enchanted by druidic magic. He raised his greatsword to the beast and roared a wordless challenge.

The giant laughed, allowing Victrix’s father to charge him. One lightning fast blow of a flail sent her father flying into the dirt. The thirteen foot tall monster slammed its booted foot down onto her father’s chest. It leaned down, and still standing on him, grabbed one of her father’s arms. One of the heads muttered something in an unintelligible pidgin language to the other. The second head laughed, and then leaned down and bit her father’s hand off, chewed it up, and swallowed it. Her father passed out from the pain.

The giant turned and lumbered out of the village, where a wooly rhinoceros armored in gleaming mail barding waited for it. The giant mounted the beast and kicked it into a gallop, riding off into the hills with its band of slavers.


We can discuss details here.


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Hear ye, hear ye! I am seeking an individual of extraordinary talent, grit and intellect. I seek a being capable of great feats of bravery and valor. Step out of the realms of the multiverse, and become a hero!

This is a recruitment for a solo game. I have an overpowering urge to run another game, despite not having much time for it. So I’ve decided to try this. I want to run a Pulp hero of one kind or another through a personal sandbox using PFRPG rules.

I have created the skeleton of a PC, with certain details set. Your job is to flesh it out, by making the rest of the character choices, and breathing life into them with a background. Additionally some house rules will be in place to give the game a low/no magic, Pulpy feel:

*Automatic Bonus Progression (No Magic Items)
*No Alignment
*Stamina and combat tricks (Combat Stamina free)
*All damage taken until 0 HP does not actually hurt the PC. It represents minor cuts, bruises, and loss of stamina. When not in combat, and at a positive HP value, the PC gains fast healing 2. HP damage that brings a PC below 0 represents a serious wound. While in negative HP, the PC remains conscious and staggered, bleeding each round until they stabilize or reach an amount of negative HP equal to their constitution. Reaching negative HP equal to the PC’s constitution results in death. Stabilization is a free action taken every round at the end of the PC’s turn, which otherwise functions as normal. Strenuous action has no effect on the bleeding or staggered condition. Negative HP regenerates as per normal PFRPG rules for rest and recovery. Once the PC is in positive HP again, their fast healing turns back on.

This game can take place on Golarion, or in any other suitably pulpy setting. I will improvise the details of the setting and campaign based off what the PC’s goals are.

The pacing of this game will be relatively slow, I will only promise one post a week. I prefer to, and will try to, run it much faster than that, but already have other PBP commitments. They will take precedence, so in busy times this will go on the back burner, but I will eventually get around to it.

What you need to submit
(Please read carefully and follow instructions. Those who don’t won’t be considered.)

First, come up with a concept for your character, and the game you want to play. Be as detailed as possible. That way I can better assess whether it’s something I’d gel well with and be able to run. You can make an initial post with a basic concept if you so desire.

Next, copy this template into a blank Paizo alias, or some word processor. Then fill in all the details in red as if you were building the character normally. Do not change anything in black. Once completed, you will have the crunch for your PC. Please make an alias for it, and paste the information there. Bonus points for having a cool reference image/drawing.

Finally, write a detailed background telling me about your character’s past and their world. Who were their parents? Where did they grow up? How did they learn to fight and (hunt/swim/steal/whatever)? What are their goals? (Long and short term) How do they provide a living for themselves? How did they get to level 3 in a level 1 world? This will help me determine whether or not we can game together well. This will be the primary determining factor on who gets into this game. Take your time, make it good.

I will leave the initial recruitment open for two weeks. I will provide feedback and answer questions throughout the period. If a concept doesn’t appeal to me, I will tell you right away to avoid wasting your time. I reserve the right to end recruitment early if there is a single exemplary submission that steals my heart. Please let me know if anything is unclear or I've forgotten something.


Hello board people,

I've been itching to get into some more PBP lately, and my job recently informed me that a bunch of my work is cancelled for the summer so I might actually have time for another game.

I recently ran a playtest of the Unchained classes, and thought the monk was really badass. I also live in China and have for several years now. These two things have combined into a hankering for some Wu Xia style role playing.

I am considering running the Paizo adventure module The Ruby Phoenix Tournament with some house rules. Here is what I'm thinking:

Players: 4

Point Buy: 17 (no lower than 8, or higher than 18 after racials at level 1)
Level: 10

Races: Core Races, Catfolk, Kitsune, Nagaji, Ratfolk, Samsaran, Tengu, Vanara, Vishkanya, Wayang
Classes:Brawler, Cleric*, Fighter, Kineticist (must switch to full version once on d20pfsrd.com), Ninja, Samurai, Shaman, Slayer, Sorcerer, Unchained Monk, Warpriest* (*only of deities below)

Deities:Abadar · Daikitsu · Desna · Fumeiyoshi · General Susumu · Hei Feng · Irori · Kofusachi · Lady Nanbyo · Lamashtu · Lao Shu Po · Nalinivati · Pharasma · Qi Zhong · Shelyn · Shizuru · Sun Wukong · Tsukiyo · Yaezhing · Yamatsumi

House Rules:

  • Automatic Bonus Progression
  • Stamina and Combat Tricks (Free to everyone)

    Would anyone be interested in such a thing? Questions or comments are welcome, thanks for your consideration.


  • You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the condemned are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. In Rome, justice comes swift and sure.

    Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? You former Jarl is dead, his crews scattered. You have no ship, you have no crew, and you are a long way from the shores of your northern homelands. Despised, alone and shackled – all that you can do now is await your doom, hoping that the Norns have woven a different fate for you than an ignominious death with no sword in your hand.

    Your cell is dark (can barely see each other), you can only move a foot or so in either direction. Please describe and introduce yourselves. When describing your height remember that the average man of this era was probably 5'7ish as opposed to 5'10" for the average American of today. Once everyone has checked in and made any escape attempts they want to make, I will move us on.


    This the is the OOC discussion thread.


    +---------------------------------------------------+
    |WARLORDS: BLOOD, BLADE AND BOUNTY|
    +---------------------------------------------------+

    The year is 890 AD. The Second Roman Empire is dwindling under its own massive weight and corruption, repeating the slow disintegration of four and half centuries earlier. Assaults from the Caliphate against Hispania, Africa and the eastern provinces drive the Empire back towards its heartland in Asia Minor, as Germanic and Scandinavian peoples raid south in ever greater numbers to put pressure on the Empire’s northern and western borders. Nowhere is the situation more tenuous than in the British Isles, where Danes, Norse, Jutes and other northmen have conquered large parts of northern Scotland, Ireland and north eastern Brittania.

    The northmen are determined to take all of the British Isles for themselves, and to drive the Romans and their Celtic Christian allies back to the mainland. The savage Scotsmen fight only to defend their homeland from all outsiders. You count yourselves amongst the northmen, and were recently part of a ten ship raid, 500 warriors strong, striking into Cantium from its northern coast towards the cathedral at Durovernum Cantiacorum where vast stores of silver and gold relics were rumored to be kept.

    Unfortunately an unknown Christian Dane betrayed the plan to the Romans, and a full Tagma of 1,000 battle hardened, fully armored Roman veterans were ready and waiting to intercept your raid. Their heavy cavalry charges shattered your side's hastily assembled shield wall from the flanks, while the legionnaires expertly rolled forward behind their own shield wall. Your raiding force was scattered or killed, and you all were taken prisoner.

    In the empire of Rome, many crimes may send you to the dungeons, but the sentence has but one meaning. You are wicked and irredeemable. Each of you received the same greeting when you arrived in the fort called Regulbium. You were held down by rough hands and painfully branded upon the arm with an X. The mark signifies ‘criminal’ and the painful scar is indelible proof that each of you has betrayed the great and eternal love of Christ and his chosen mortal vassals.

    Condemned, you face at best a short life of shackles and slavery in the nearby iron mine in Cantium. Others might await the “gentle” ministrations of the inquisitors so that other “pagan devilry” may be revealed and confessions extracted. Perhaps, some of you will be spared this ordeal. Perhaps instead you have come to Regulbium to face the final judgment. In three days, the executioner arrives and for the lucky ones the axe will fall or the pyre will be lit.

    You are guilty of unlawful bearing of arms, theft, murder and perhaps worse, or the simple act of ‘going viking’ in your native tongue. You have violated the sanctity of the Roman Empire and its nailed God. Through fire or steel, your crimes will be answered. All you can do now is pray, and hope the true gods are listening.

    You have all been chained together in the same communal cell dressed in nothing but filthy, tattered rags. Manhandled and mistreated, any finery you once possessed is either ruined or long lost. No special treatment has been given any prisoner – male or female, commoner or noble – all of the condemned are bound and imprisoned together. Your feet are secured by iron cuffs tethered by one long chain. Your arms are secured to the wall above by manacles. A guard is posted right outside the cell day and night. Little thought is given to long term accommodations. In Rome, justice comes swift and sure.

    Escape seems hopeless. You have all been well searched and every attempt to conceal anything on your person has failed. And if you could somehow slip your bonds and fly out of this prison, where would you go? You former Jarl is dead, his crews scattered. You have no ship, you have no crew, and you are a long way from the shores of your northern homelands. Despised, alone and shackled – all that you can do now is await your doom, hoping that the Norns have woven a different fate for you than an ignominious death with no sword in your hand.

    Campaign map

    Character Creation Rules:

    Level: 1
    Races: Human only
    Classes: Unchained Barbarian, Fighter, Ranger (Skirmisher and Trapper archetypes only), Unchained Rogue, Witch, Brawler, Shaman, Skald, Slayer, Swashbuckler
    Ability Scores: 20 point buy, max starting score 18, min 8 (including racial bonus)
    Starting Gear: Nada
    Traits:Normal rules, 2, can take a drawback for RP fun, but no third trait

    House Rules:

  • Automatic Bonus Progression
  • Stamina and Combat Tricks (Everyone gets Combat Stamina for free as a bonus feat when their BAB hits 1)
  • Called Shots
  • Removing Iterative Attacks
  • Moving out of a threatened area does not provoke AOOs
  • Doing a combat maneuver without the ‘Improved X’ feat does not provoke an AOO.
  • The slumber hex does not exist
  • Spells from the Evocation and Conjuration schools of magic do not exist, and neither do spells that deal with alignment. The exception is conjuration spells with the healing subschool.
  • Alignment is completely removed from the game.
  • I’m looking for four experienced and reliable PBPers to go on an alternate history, fantasy journey with me. This game will center around the party and their quest to become rich and powerful jarls sung about by the skalds around every hall’s hearth for generations to come. The players will escape from prison, and become vikings, gaining their own ship and crew then choosing where to lead them to seek plunder. Parts of the campaign, including the beginning, are/will be adapted from the Way of the Wicked adventure path. I prefer players who haven’t played or run Way of the Wicked.

    To make a submission I need a character set up in a standard (or very close to standard - Hero Lab is fine) stat block, in an alias, on the Paizo forums. Along with your stats, I need a character background (Birth, family, early life, events leading them to raid), and a physical description of the character. You should be from a late 9th century Scandinavian culture. If you have questions about the setting, please ask.

    Here is an example of a properly formatted character

    I plan to keep recruitment open for a week or so at least, potentially longer depending on interest or lack thereof. I reserve the right to close recruitment at any time with a 24 hour notice, if I get overwhelmed by applicants or have found several players who I feel will be a good fit. I’d prefer not to waste anyone’s time if possible.

    If you have any other questions, please ask. I’m sure I’ve forgotten something, or that something is unclear.

    (PS:I hate spoilers, keep that shiz to a minimum on your character sheet please.)

    (Disclaimer:No offense is intended by reference to real world places, peoples or religions. This is a fantasy alternate history, and should in no way reflect upon the real world past or present. All faiths and people are equal in my opinion, and should be treated justly.)


    You are all enrolled in the planar games. It is a competition for only the bravest souls, those willing to face death in exchange for great reward. This is your first round together as a team. After having met in the preparation room, you were all teleported a moment ago. Now, the smell of sulfuric smoke assaults your nostrils. The air is thick, hot and dark.

    Everyone please post here so I can create roll20 avatars for you, and get them set up. Then I'll roll initiative and get this thing going.


    Hello everyone,

    I am interested in trying out the unchained versions of the monk, rogue, barbarian and summoner in actual play (and by play I mean combat). I am pretty busy at the moment, but I could set up a series of basic encounters...say for levels 4, 6, and 10 and then run a group of four through them. Naturally I want to make a character myself, but I'd be willing to take on three more participants.

    Proposed Character Creation Rules:
    Level 4, 6 and 10 version
    20 point buy
    Core and Featured races
    Standard wealth by level, no more than 30% in one item, no crafting
    Two traits, no drawbacks
    Only unchained classes

    The first encounter would be CR 7, the second one CR 9 and the third one CR 14.

    Would anyone be interested in joining me? People I've played with in the past take priority, otherwise I will go with who seems the most reliable. Any questions are welcome.


    I have worked up a set of house rules designed to alter Pathfinder RPG to make it even more customizable and flexible, and to remove some aspects that I don't like. I'm getting too busy these days to be able to ever put it to use, but I figured I'd share it and open it up for other people to critique and use in their own games if they want.

    Here is a google doc of the rules, I've enabled commenting. Please let me know if you see a mistake or something that doesn't make sense, etc. Thanks!

    PFRPG Heroes Mod

    RPG Superstar Season 9 Top 16

    Hello, I am curious if there is anyone on the Paizo boards who has more posts than me? I am asking here because I assume PBPers are going to have the most posts.

    I'm sitting at 21,547 as of this posting.


    Gameplay


    Hey y'all. I've invited you all here because I am considering running a game starting in the somewhat near future (whenever some of my other games finish up) to test out a set of houserules I'm calling PFRPG Heroes Mod. I respect all of you as PBPers and hope you'd like to take part.

    Right now I'm leaning towards Razor Coast as the adventure path. I want to do something swashbucklery/piratey/Age of Sailish, but Crusty has already done S&S and Dien mentioned not digging it.

    Here are the houserules, not quite finished yet, but definitely enough to give you the idea: PFRPG Heroes Mod

    If you're not familiar with Razor Coast, it's an AP by Frog God Games. It's somewhat sandboxy, set in a tropical volcanic island colony where foreigners are trying to extract riches from the dangerous locale. The town of Port Shaw is like a very Mos Eisley/Freeport/Tortuga kind of place.

    Is this interesting? Are people down?


    3 people marked this as a favorite.

    Hello, I was wondering if anyone else has any interest in working on something like this with me? I've done some modding in a non-organized way when running my own games, but I'd like to develop a robust set of houserules that I can just start using in all my games.

    ++++++++++++++++++++++++++++++++++++++++
    Some things that cause problems off the top of my head:
    ++++++++++++++++++++++++++++++++++++++++

    1) waiting for the DM to tell you whether you hit/you beat SR/you beat DR/what the monster got on its save/etc.

    2) the DM saying "Okay, everyone roll perception." or "Everyone roll initiative."

    3) abilities that have to be declared after a roll, or in reaction to something

    4) normal initiative rules

    ++++++++++++++++++++++++++++++++++++++++
    Potential solutions:
    ++++++++++++++++++++++++++++++++++++++++

    1) Something like players roll all the dice, probably tweaked a bit. The key is that players be able to resolve their own actions as they post.

    2) DM always rolls reactive perception for the group, and always rolls initiative for everyone.

    4) Not sure how to fix this.

    5) Run initiative in blocks. Party as one block, and then identical monsters as a block. Average initiatives for each block.

    Are there any other major problems people come up against? Any other solutions people have to the above issues?


    I'm a steady fixture of the PBP community on this site (I like to think so anyway). I run multiple games simultaneously and have for a couple of years now. I also play in many PBP games. Most of them fail for one reason or another, which should be well known to anyone who has given PBP a serious try. This leads to many, many games at 1st, 2nd and 3rd level that never get past that point. Or many games where you never level at all. I personally like games where I can feel a constant sense of advancement.

    I am running one game currently where I just realized that it's taken us ~2,500 posts to get from level 1 to level 4. That's probably my fastest game too. Is that representative? What's the farthest and fastest you've leveled up a PBP character? How many posts from starting level to current/ending level? Was normal XP used?

    I'm just curious about other people's experiences. Thanks!

    Note:I'm not talking about games that start at high levels, unless you leveled multiple times during them.


    I've recently come across the fact that there are people out there (Arnold Schwarzenegger, Franco Colombo, Reg Park, Layne Norton, etc) who could/can deadlift 700+ lbs. That means that according to the carrying capacity chart, they have 24 or better strength with no magical items. Why then, is 20 the highest starting racial score for humans? Seems the only way to get above 20 in PF is magic of one sort or another (or being really high level, which no one on Earth is). Maybe there should be some mechanic for training ability scores. Or is there one and I don't know about it?


    You have been deputized as a Nova Roman Marshal by General Paddock Conroy. You were chosen after showing some relevant skill, and a willingness to risk your hide in the wild. You have been promised rewards for good performance. You and the rest of your posse have been charged with exploring, mapping in detail, and clearing for settlement a section of the Stolen Lands called the Greenbelt. You are to assemble at the defunct Fort Laramie (now a trading post), in the Dakota Territory. You were given the following official writ as proof of your duties:

    “Be it so known that the bearer of this charter is charged by the Federal Government of Nova Roma, acting upon the greater good and authority vested within them by the office of the Consul Executor of Nova Roma, they have been granted the right of exploration and travel within the wilderness region known colloquially as the Greenbelt, in the Dakota Territory. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Fort Laramie. The carrier of this charter is a deputized N.R. Marshal and should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by shooting or the rope. Native peoples unwilling to integrate into Nova Roma are likewise to be treated as invaders, and killed or driven off. So witnessed on this day, the 24th day of February, 1868, under the watchful eye of Nova Roma and authority granted by General Paddock Conroy of the Department of the Northwest.”

    -General Paddock Conroy

    The writ is penned on sturdy, expensive paper with an official seal and bound in a durable leather envelope for travel.

    The ride (or walk) across Nebraska territory from the rail head in Omaha has taken nearly three weeks. They haven’t been pleasant weeks either. It’s bitter cold and few things wandering on the winter plains are friendly. The sparse shelter afforded by the hospitality of the hardy Nebraskan homesteaders has been the only comfort on your journey. Otherwise it ain't been naught but steaming breath, frozen mud and cold northern wind howling across the prairie, blowing snow into depressingly large drifts. But your journey’s end is near.

    Fort Laramie is located at the western edge of Nebraska (and thus settled Nova Roma). To the west, the grey-green line of the Narlmarches looms only a few miles away. The fort was intended as a trading post, and refuge for settlers heading west. The built during the Great War and then later abandoned. The fort is now privately owned and operated by a man named Oleg Leveton and his wife Svetlana. The fort’s remote location and inconvenient distance from a major river have prevented it from realizing significant financial success. You can see it looming on the horizon, a decrepit wooden affair with no one manning the walls. As you approach you see the front gate of the fort is wide open.

    Feel free to make your introductory post, and entrance into Fort Laramie. Though I am using the second person in this post, I would prefer you write your posts in the third person. I will also switch to third person after the group gets together. Thanks!


    This is the discussion thread.


    1 person marked this as a favorite.

    Gaze into the Heavens in wonder. What secrets do the stars hold? What of Aballon the Horse and Castrovel the Green? What strange creatures dance in the dark upon such worlds, and what chariot could reach them? Many have visited the planes, have hunted Elysium and dreamed in tens, yet how many have trodden the skin of other worlds?

    There, hanging above us, floats Somal - thus the Azlanti called the moon­ smiling down upon we who wander the surface of the Case of Golarion. What strange creatures are watching us as we so about our business, and what blight blemishes her surface with the Moonscar?

    -From the journal of Cladrann Thashkrell

    The world is your oyster. Years as a Pathfinder Society agent have taken you across all of Golarion and beyond, and you’ve had more adventures than you can properly remember. Retired now, your power, wealth and skill have grown to the point that you count the rulers of Avistan and the leaders of the most powerful organizations in the Inner Sea as your peers and advisees. You have the kind of success and legend that most mortals can only dream of. You make your home in Absalom, the City at Center of the World, and you are at the center of the City. Children read of your past deeds in the Pathfinder Chronicles and dream of growing up to be like you.

    Despite this, the Inner Sea is but a tiny pond on a speck of rock floating in the infinite vastness of the Great Beyond. Even at the heights of mortal power, there are still forces at work in the world which make you tremble at night and lie awake when you want only sleep. Recently you have been troubled by the disappearance of a man you know. The powerful sorcerer Brythen Blood has disappeared without explanation. Blood is High Curator of the College of Mysteries and a Grand Councilman, as well as being a retired Second Spell Lord. He is a powerful figure in Absalom, and his sudden absence has caused whispered rumors to fly among the elite of the city. Whatever your connection with Blood is, you won’t be able to sleep until you can figure out what happened to him and put your worries to rest.

    After doing some digging the only clue you’ve been able to find so far is that Blood was last seen in the company of an attractive woman. As you are pondering your next move, your thoughts are interrupted. A distorted voice speaks from the air, "I believe we share a common goal. I have information about the individual you seek. Meet me at midnight in the Dancing Lancer tavern." The spell lets you know intuitively that the message is directed at you, and that any short reply you speak will be heard by its sender.

    Knowledge (Local)/Diplomacy (Gather Information) DC 15:
    The Dancing Lancer is a Taldan style bar/restaurant located in the Foreign Quarter.

    Knowledge (Local)/Diplomacy (Gather Information) DC 20:
    The Dancing Lancer has been open for nearly fifty years, and caters to an upper class customer base of mainly Taldan merchants and expatriates. The restaurant is well regarded by the city’s foodies. It’s the kind of place you need a reservation for.

    Welcome to With Great Power. React as you will! Do note that gathering info requires 1d4 hours.


    Discussion thread.


    +================+
    |GRIT & GUNSMOKE|
    +================+

    "We are rough men and used to rough ways." – Bob Younger to a newspaper reporter following the 1876 Northfield, Minnesota raid.

    The Stolen Lands have long resisted attempts at settlement. Situated west and south of Nebraska, in the Dakota territory, the approximately 35,000-square-mile swath of wilderness has a long history of being regarded as “stolen” — from and by whom depending on the point of view. In Nova Roma, the lands are considered stolen from that nation’s northwestern expanse by bandits and savage humanoids. During the Civil War the partially settled lands fell into the hands of monsters and worse as more important matters took center stage for Nova Roman soldiers. From the point of view of the native humanoids, it’s the Nova Romans who are stealing the land from them. Even within the wildlands themselves, lands are stolen and conquered in constant struggles between bickering tribes of monsters, giants, goblinoids, and more, all constantly skirmishing to expand their holdings while not ceding their own lands to the enemy.

    You have been deputized as a Nova Roman Marshal by General Paddock Conroy. You were chosen after showing some relevant skill, and a willingness to risk your hide in the wild. You have been promised rewards for good performance. You and the rest of your posse have been charged with exploring, mapping in detail, and clearing for settlement a section of the Stolen Lands called the Greenbelt. You are to assemble at the defunct Fort Laramie (now a trading post), in the Dakota Territory. You were given the following official writ as proof of your duties:

    Be it so known that the bearer of this charter is charged by the Federal Government of Nova Roma, acting upon the greater good and authority vested within them by the office of the Consul Executor of Nova Roma, they have been granted the right of exploration and travel within the wilderness region known colloquially as the Greenbelt, in the Dakota Territory. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miles south of Fort Laramie. The carrier of this charter is a deputized N.R. Marshal and should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always, execution by shooting or the rope. Native peoples unwilling to integrate into Nova Roma are likewise to be treated as invaders, and killed or driven off. So witnessed on this day, the 24th day of February, 1868, under the watchful eye of Nova Roma and authority granted by General Paddock Conroy of the Department of the Northwest.

    -General Paddock Conroy

    The writ is penned on sturdy, expensive paper with an official seal and bound in a durable leather envelope for travel.

    The ride (or walk) across Nebraska territory from the rail head in Omaha has taken nearly three weeks. They haven’t been pleasant weeks either. It’s bitter cold and few things wandering on the winter plains are friendly. The sparse shelter afforded by the hospitality of the hardy Nebraskan homesteaders has been the only comfort on your journey. Otherwise it ain't been naught but steaming breath, frozen mud and cold northern wind howling across the prairie, blowing snow into depressingly large drifts. But your journey’s end is near - tomorrow you will reach the trading post, and soon thereafter meet your fellow Marshals.

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

    "Never run a bluff with a six-gun." - Bat Masterson

    If you are still reading, then I assume I’ve caught your interest. Here are some more details on this game:

    Who: I will be accepting open applications for a period of a couple weeks and then choosing the best 4 or 5 submissions for this PBP experience. I am an experienced PBP game master. If you’d like to check out my other games, I have a list of them in my profile. I am not perfect, but I try my best. I expect adult players who do the same.

    What: A combo PBP/Roll20 campaign that adapts the Kingmaker adventure path to my own fantasy Earth setting. Details on the setting can be found in the setting section of the campaign document. I will be adapting the AP as needed to make it fit the setting, but it will be pretty similar to Kingmaker as written. Characters should be built according to the character creation section of the campaign document, at level 1.

    I have enacted various house rules to try to give this campaign a certain Western action feel. The maps on Roll20 will feature dynamic lighting, and individual character views for increased realism.

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

    "There is no law, no restraint in this seething cauldron of vice and depravity.” – The New York Tribune describing Abilene, Kansas.

    When: Recruitment will last from the time of this posting, until Sunday, November 30th around noon GMT+8. The game will begin shortly after that.

    Where: Most of the game will be handled via normal PBP procedures on these boards, but I have created a Roll20 campaign to host the maps, and where we can chat when online at the same time. If we ever get a majority of people on the chat at once, we might play there for a while and then transcribe it to the forum later.

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

    "I have at all times tried to use my influence toward protecting the property holders and substantial men of the country from thieves, outlaws and murderers, among whom I do not care to be classed." -- Clay Allison, in response to a Missouri newspaper which reported him with fifteen killings under his belt.

    To make a submission create a character using the rules above and put their stat block in a message board alias. You should format your stats with something very similar to a standard Paizo statblock. Output from something like Herolab is also fine. I have a format for my characters that you can copy and use. Whatever you do, don't break up your stat block into a bunch of spoilers, please! You should also include a description of your character's appearance, and their backstory. If you have any questions, feel free to ask. I will monitor the thread closely. Thank you for your consideration.

    Grit & Gunsmoke Campaign Document


    2 people marked this as a favorite.

    Hello board peoples,

    I've been getting an itch to run a Western genre game. I've been working on some house rules and an alternate Earth setting that has some fantasy worked in. I'm thinking Kingmaker would be a perfect transplant for this setting. It will take some shoehorning, but I'm willing to do the work. Here is what I've got so far:

    Grit & Gunsmoke

    So, would anyone be interested in this? It'd still be some time until I'm ready to run it. I need to finish off two other games I'm doing that are nearing their endings. So for now, this is simply a check of interest, not a recruitment. Feel free to ask any questions you might have. Thanks for your consideration.


    Dear Longshanks,

    Thisstle will be going on some adventures soon. Thisstle likes to wrestle and cut off longshanks' stupid little faces. She is hoping to get some tips from the "crowd sourcing" she hear about in Magnimar cafe, so writing this for bulletin board. Which longshanks can tell Thisstle how to wrestle like a boss? Thank you and your ugly tiny heads!

    -Thisstle

    PS:Yes, Thisstle not scared of writing words. She is learning from foster parents that reading is cool and stayed in school.

    I'm going to play this character soon, she's based around grappling. I'm looking for any tips or tricks to get my CMB for grappling up that I might have overlooked. She'll be going slayer from level 4 onward. Her stats are in the profile. Thanks!


    3 people marked this as a favorite.

    +============+
    |With Great Power|
    +============+

    The world is your oyster. Years as a Pathfinder Society agent have taken you across all of Golarion and beyond, and you’ve had more adventures than you can properly remember. Retired now, your power, wealth and skill have grown to the point that you count the rulers of Avistan and the leaders of the most powerful organizations in the Inner Sea as your peers and advisees. You have the kind of success and legend that most mortals can only dream of. You make your home in Absalom, the City at Center of the World, and you are at the center of the City. Children read of your past deeds in the Pathfinder Chronicles and dream of growing up to be like you.

    Despite this, the Inner Sea is but a tiny pond on a speck of rock floating in the infinite vastness of the Great Beyond. Even at the heights of mortal power, there are still forces at work in the world which make you tremble at night and lie awake when you want only sleep. Recently you have been troubled by the disappearance of a man you know. The powerful sorcerer Brythen Blood has disappeared without explanation. Blood is High Curator of the College of Mysteries and a Grand Councilman, as well as being a retired Second Spell Lord. He is a powerful figure in Absalom, and his sudden absence has caused whispered rumors to fly among the elite of the city. Whatever your connection with Blood is, you won’t be able to sleep until you can figure out what happened to him and put your worries to rest.

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

    Hello, welcome to the recruitment thread for With Great Power, a short campaign I’ve devised for execution on Roll20 and the Paizo messageboards. This campaign will consist of the Paizo published modules The Moonscar, followed by The Witchwar Legacy. It will be run in PBP format, with Roll20 used for maps and occasional chatting. For me, this is an attempt to get high level Pathfinder play to work. I’ve attempted it in the past, but without much success. I’ve recently had several other games come to an end, and I have others that will be ending soon. So I’ve decided to give high level play another try.

    I’m looking for 4 players with PBP experience and solid posting records (a few hundred posts in at least one game). Also, just for full disclosure, I’m likely to favor applications from players I’ve played with in the past successfully. That’s not to say I won’t take anyone I’ve never played with before, it’s just previously reliable/good players get bonus points.

    I’ve been playing and DMing PBPs on these boards for a little more than two years now. If you want to check out my other stuff, just look at my profile. Yes, I’ve had a lot of failed games, but I’ve also had some good ones that are still going or have ended successfully. It’s up to you whether you like what you see enough to invest the time in an application. I usually end games when the players are posting too slowly, or on a few occasions when my RL obligations have increased unexpectedly. Even in those cases, I usually cut the least active games. My current RL situation is stable, and I don’t anticipate it changing soon.

    So if you’re still interested after reading all of that, continue on....

    Character Creation:

    Level: 16
    Ability Scores: 17 point buy
    Races: Only core and featured are allowed. Don’t bother asking about anything else (including templates).
    Alignment: Any, but people willing to help the common good are required. Whether their motivation is the goodness of their heart, a bag of gold, or sadistic pleasure in murdering monsters I don’t really care. PCs must work well with others. CE/CN are the least likely to be selected.
    Classes: All Paizo published including archetypes. No master summoners, or synthesists. The wisdom bonus to AC from monk and sacred fist don’t stack in this game. Same goes for anything else the adds the same ability score bonus to the same attribute twice.
    Traits: One of your choice + one campaign trait. See campaign trait spoiler below. You may take a drawback for a third trait.
    Wealth:You start with 315,000 GP. If you want to craft, sure, but you only get 170,000 GP (if you take any Item Creation feat you start with 170,000 GP). You can purchase downtime businesses/teams/organizations for fluff purposes, but they will not be playing a major role in the campaign.

    Campaign Traits:

    These traits are meant to represent your involvement with Brythen Blood. They specify some aspect of your character background.

    Proud Parent

    You are the proud parent of a student at the College of Mysteries. Your child has the great honor of being taught by Brythen Blood himself, due to your own august standing. Without Blood around your child’s prospects for education are decidedly worse.

    Benefit: Your motivation for the good of your child lends you a grim resolve the see the quest through. You get a +1 trait bonus on all will saves and the Endurance feat.

    Alumni

    You graduated from the College of Mysteries in your youth before joining the Pathfinder Society. Brythen Blood was something of a mentor to you, and you have kept in contact over the years.

    Benefit: Your training at the College of Mysteries gives you a +1 trait bonus on caster level checks to overcome spell resistance OR a +1 to your caster level on spells from one school or magic. You must choose one benefit when picking this trait, it cannot be changed later.

    Bastard

    You are a bastard child of Brythen Blood. You didn’t know he was your father while growing up, but he made sure your mother had enough money to provide for you. When you retired from the Pathfinder Society he revealed his identity as your father to you.

    Benefit: You received a good education or vocational training. Pick any two wisdom or intelligence based skills, you get a +1 trait bonus on those skills and they are always considered class skills.

    Bodyguard

    You work as Brythen Blood’s bodyguard. How this came about is up to you, but he pays you well, and it’s usually soft work - good for your retirement. Now that he’s gone missing you’ve been fired. If you can find Blood you get your cushy job back.

    Benefit:When an ally is within your reach, you gain an extra attack of opportunity per round for each ally. You also get a +2 bonus to perception checks to avoid being surprised.

    Private Muscle

    You work as a private investigator, mercenary or some other form of hirable agent. The College of Mysteries hired you to locate and retrieve their missing High Curator.

    Benefit:Once per day you may add 1d6 to the result of any 1d20 roll you make, you must declare you are using this ability before you roll the d20.

    Your Character: My only requirements for your character's background is that they spent years as a Pathfinder Society agent before retiring, and that they have one of the relationships with Brythen Blood specified by a campaign trait. Other than that, they should have an amount of history appropriate for a 16th level character.

    To make a submission please work out their stats and use the following statblock format. You can copy+paste it into your profile and fill it out (though I would recommend a word processor to avoid losing your work). Characters won’t be considered until their stats, description and character background are finished and in an alias on the Paizo site.

    Deadline: In order to give me some more prep time and to give people time to notice this and make quality characters, I will be allowing a full month for recruitment. Recruitment will close Wednesday November 19th, 2014. If you have any questions, please ask. I will be monitoring the thread closely. Thank you for your consideration.


    Hello board peoples,

    I am working on an orc character for an upcoming campaign, and I want to make something a little different. I prefer to play optimized/powerful characters. Obviously the orc lends itself to a sky high strength, a full BAB class, and a two handed weapon. That's been done a million trillion times. I am hoping to go orc, and make an optimized character, who isn't that big dumb brute. I'm willing to try any class. Here are the character creation guidelines:

    Level: 1

    Ability Scores: 25 Point Buy

    Wealth: Average for class

    Hit Points: Maximum at 1st Level.

    Traits: 1 campaign trait + 1 normal trait (1 drawback can be taken for an additional trait).

    Classes: No guns, no gunslingers, no third party. Anything Paizo can be refluffed as necessary. Also, see Alignments section.

    Alignments: Any non-evil. All alignment restrictions for classes and PrCs are dropped.

    I've been looking at witch (scarred witch doctor), possibly a slumber based build. Does anyone have any other good ideas? Are there ways to optimize around strength that aren't the traditional melee route? Thanks for the consideration.


    Discussion thread.


    The influential Tiboros family of Nisroch is worried over the wellbeing of their youngest daughter, Anya. A year ago she married a handsome baron from rural Karpad, and 2 months ago she gave birth to a son. All seemed fine for Anya until her frequent letters to her parents mentioned her husband’s growing paranoia and erratic behavior. Three weeks ago her letters stopped altogether, and her family wants answers.

    The Tiboroses don’t want to involve the Nidalese authorities directly in any investigation, fearing that such inquiries might jeopardize their noble standing. Instead, the family contacts the Krovax — known for his previous exploits — to travel to the rural barony and ensure their daughter’s safety, promising him a sum of 5,000 gp to cover his expenses and to thank him for his trouble.

    The simplest route from Nisroch to Karpad is to travel up the Usk River past Pangolais to the minor river known as Dimar’s Way. While too narrow and shallow for water travel, Dimar’s Way carves a path through the countryside, and a road — known as Geron’s Way near Karpad — runs parallel to the river from Pangolais to beyond the Krovax’s destination. It is a journey of several weeks. One which Korvax began on 26 Rova, 4714. It's now the 11th of Lamashan and Krovax has been on the road for three weeks.

    <<< Morning // 11th Lamashan, 4714 AR // Geron's Way, just outside Karpad // 40-45° Farenheit >>

    As Krovax and his servants crest the final rise their destination comes into view. Karpad is an isolated, rural town far from the dark streets of the great cities of Nidal, with cobbled streets and roughly 60 wood and stone buildings, all featuring thatch roofs. The largest structure in the vale is the towering stone manor house at the top of the hill, where Baron Stepan and his family live. In a superstitious effort to ward off shadows, the villagers have set a number of bonfires on the edges of town, and every intersection features a handful of lit torches, even though it's bright morning.

    The manor is location A on the Karpad map.

    Rudo looks impassively down at the hamlet below. He seems unmoved in any way, which is typical for him. His ancient-style Chelaxian longcoat and bowler hat are damp with the morning dew. He pulls his coat reflexively straight. Rudo keeps his clothing immaculate, which forms an interesting juxtaposition with his scarred, ancient flesh which is shiny and thin with age and magically preservation. The ritual scarring on his face marks him both a servant of Zon Kuthon and a mwangi tribesman, an unusual combination to say the least. He looks to Krovax. "Orders, sir?" he asks in his polite tone.


    Jewel of the Wastes

    First, a little mood music.

    It has been a day since it all happened. Their escape from the Sultan's gladitorial stables, the murder of Nizar. Samir and Sonja sit in the boiling hot little room that Samir's “friend” Jabril refers to as his safe house. The stench of urine, animal feces and decaying flesh that defines the Tanning Quarter has been a constant assault on their nostrils. The one “window” in the room is an un-openable ventilation shutter near the ceiling, on the alley side of the building. The wooden shutter covering the vent lets in barely enough light to see by, but plenty of stench. The daubed plaster of the walls is flaking and cracked in the corners of the room, and where there are cracks dry whitish mold blooms. The only other things in the small square room are two wood-framed cots made of scratchy wool, a clay chamber pot which has only been emptied once, a half-empty jug of flat tasting water, and a door into the tannery. The room is fairly swarming with flies as well, attracted by the tannery and the contents of the chamber pot.

    Samir's plan had been simple, they would flee south back to Sonja's homeland and get rich prospecting gold in the Ice Horn mountains. He'd even gone so far as to book passage on a ship headed that way for the both of them. The original plan had been to only stay in the safe house overnight, and then to board the ship early in the morning and leave Ahgradin behind. Sonja had no real desire to go home, but going along with Samir meant freedom. She could always ditch him later if she had to. The thing was, there'd been some unexpected delays. The captain of the ship informed Samir through Jabril that difficulty with the Sultan's guards would cause them to delay departure for three days. Apparently all passenger bearing vessels were being held on the orders of Mit'rak, the Sultan's Lord-Captain of the Guard. Something about potentially fleeing dangerous criminals.

    As the two fugitives sit staring at each other over the urn of their own bodily waste, there is a brief knock on the door. It opens a moment later, and the woman who has brought them food and emptied their chamber pot sticks her head in. She's the daughter of the tanner whose place they are hiding in. She's ebony skinned and in her early twenties. Her hair is cropped close to her scalp. Her face is plain, though she has the attractive body of a young woman, with the ample curves common to the darker races. She wears a simple and modest linen dress, and reeks of the tannery. ”I have something for you,” she says to Samir. Stepping into the room, she hands a folded up note to the Golden Jackal with stained, hard-worked hands. It's a single sheet of rough parchment, folded once. After he accepts the note she turns to leave the room.

    You know the drill. Go for it.


    Hello advice boards peoples,

    I am trying to make a character for an upcoming game that fills the party roles of skill monkey, party face and party healer. I'd also preferably be putting out decent damage either at melee or range. The party will be four people, an Ulfen barbarian, a mwangi saurian shaman with a spinosaurus, a greed sin wizard, and me. Here are the character creation guidelines:

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

    Starting Level: PCs will start at 1st level.

    Alignment: Any Non-Evil

    Ability Scores: 25 point buy

    HP: Max HP rolls at 1st and 2nd level. Players will roll for HP or take Average from level 3 onward

    Traits: 2 traits (drawback for third)

    Story Feats: One free Story feat at 1st level

    Base Starting Money: Max for class

    Races: Any Core, with others allowed on a case by case basis (DM is pretty flexible on the race front).

    Classes: All classes from Paizo products (including ACG and whatever other new stuff).

    Firearms: Firearms operate under the "commonplace guns" rule

    Crafted Items: Any character able to craft items through a feat may do so at the reduced prices. Characters with craft skills may craft items ahead of time at the reduced price if they can craft the item by taking a 10 and succeed.

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

    This kind of character is not something I normally go for, so I'm at a bit of a loss as to how I should build it. I normally play martial characters or summoners. The build should have at least 6 skill points at level 1. They will also preferably have bluff, diplomacy, disable device, knowledge (local), perception, and sense motive as class skills (though not necessarily at level 1 for multiclass builds). It should have access to CLW or infernal healing, and have at least a +5 to hit with its primary attack at level 1. I am willing to try any class(es) that can accomplish this. Is such a character possible?

    We'll also be going Mythic eventually, so that's something to consider. Thanks ahead of time for the help!

    Liberty's Edge

    Hey, I just rolled up this new character to try to get into a PFS game soon. I'm not real up to date on what's allowed in additional sources these days, so I figured I'd do a little crowd sourcing. Can anyone please look at my character, and make sure that everything is legal for PFS play with the current rules? The stat block is in my profile. Thanks!

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