I was thinking about an Elven Ranger myself, or maybe a Barbarian. Checking out the player guide for JR it would seem cool, pun not intended, to specialize in cold weather terrain/survival.
Going to stat up a Invulnerable Rager, Barbarian variant for approval. Sounds like a neat character for this game.
I was thinking about an Elven Ranger myself, or maybe a Barbarian. Checking out the player guide for JR it would seem cool, pun not intended, to specialize in cold weather terrain/survival.
I don't even think I need to, but I will, point out that the Undead subdomain is "pro" undead. i.e. Phrasma would hold out her fiery right hand and say "Oh no you didn't girlfriend!" and then smack you back down to protoplasm size.
So...You are even more obliterated for not knowing the wills of the goddess, but on the plus side this is the most action this character has seen in months!
I guess you truly roleplayed that poor wisdom, go ahead and level up to 2, but your still banished to oblivion.
Good Job!
point me to where it says the undead subdomain is "pro" undead. Don't add any personal interpretation to it, just quote me a single line where it says the undead domain means you are pro undead.
Now if there's something from the books I don't have that says she doesn't allow it (it doesn't even grant undead creating spells, so no issues there) I'll accept that, but nothing in the write up in Carrion Crown, and nothing in the APG say it isn't allowed. I take it as a I have knowledge of undead because it helps me to destroy them. and it also works for his low wisdom when other priest give a bwah? But nothing in the rules nor in the write up of the subdomian do either of those.
"Oh that's easy."
Pharasma is also the goddess of birth and prophecy: from the moment a creature is born, she sees what its ultimate fate will be, but reserves final judgement until that soul finally stands before her. As the goddess of death and rebirth, she abhors the undead and considers them a perversion. Source: Sean K Reynolds. (2008). Gods and Magic, p. 30-31. Paizo Publishing, LLC. ISBN 978-1-60125-139-8
This latter fact leads Pharasma to grant modified powers through the Death domain and the Soul subdomain when they are granted to her followers. Spells that her followers are granted do not have the ability to benefit or create undead; this is not the case for other deities granting their followers access to this domain and subdomain. Source:James Jacobs. (10 February 2011). Golarion Day: Other Gods and New Subdomains, Paizo Blog.
Now, look at the granted power:
Undead Associated Domain: Death.
Replacement Power: The following granted power replaces the bleeding touch power of the Death domain.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
"Death's kiss 'creates' an undead...which is a no-no in Pharasma's eyes, even if it is temporary. There is no bias, or personal feelings involved from me on that part."
"Now my personal opinion, this is a good thing for evil necromancers that want to heal their allies and their undead pets. Could that also be used to hurt a bad guy by making him feel your positive energy burst after doing this? ya possible, but the flavor here is the Undead domain, really is pro-undead.
I also Based on other supporting facts like the Undead Lord requiring it, where that class is clearly a pro-undead class. But who needs more pesky supporting arguments, when the above already proves my point. ;)"
Winterwalker(M Human Monk 3, Rogue 3, Bard 4, Wizard 1)
DM Kor wrote:
It looks like it is a router problem on my end.
Fortunately Thakmaka logged in while I had by-passed my router and told me that I need to set up port forwarding.
I have never done this before, but I have found the area I need to be in.
Here are the fields it is asking for and here is what I need to know:
Application name: I'm guessing this is just a profile name for the setup, so I just called it: maptool
External Port: 51234
Internal Port: no idea what this should be
Protocol: TCP
To IP Address: 192.168.1.100 (This is the IP Address which shows up under my network connection. Although Default Gateway shows as 192.168.1.1)
This is not making it work so I am guessing that the internal port is where it is failing since I have left it blank?
The first thing to try, which may be the easiest, is to go into your router settings and activate UPNP, it's usually a checkbox. Then turn on UpnP in the maptools settings.
If that doesn't work you need to add an entry for port forwarding in your router, usually easy as well, your using the default port 51234 in maptools so add an entry to your private IP (you said 192.168.1.100) so in the routers gui just find port forwading, put in the start and end port (51234) and the computer your pointing that port forward too (192.168.1.100) and that should work also.
If any of that fails to work, I can help out by running the server on a spare computer I got and leaving it running so we can all connect to it, fairly sure you can still log in as a DM and us as players.
Critical Hits: Any time you roll a 20 on your critical hit confirmation roll, your critical hit damage multiplier is increased by 1.
Question: So, how does this work? Weapons already have crit multipliers, so are you saying the crits are bigger in your game? so a pick axe, for example, does x5? instead of x4?
Yes, the critical hit modifier increases by +1x, but only if you a roll a "natural" 20 (something I should have clarified) on your "confirmation" roll. This should happen so rarely that it might only occur once during our whole time playing.
Ah OK, so if you get a possible crit, and then roll a natural 20 on the confirm, the multiplier goes up one more.
Critical Hits: Any time you roll a 20 on your critical hit confirmation roll, your critical hit damage multiplier is increased by 1.
Question: So, how does this work? Weapons already have crit multipliers, so are you saying the crits are bigger in your game? so a pick axe, for example, does x5? instead of x4?
Also, just a note with respect to MapTools. I am only planning to use it to display maps. Players do not need to know how to use it, as it just gives me a quick way to show you the maps.
I don't plan to use any of the other features of MapTools for this adventure.
All the adventure posts and dice rolling will be done in the Paizo forums. The campaign is going to be "Play by Post". The only "live" component will be the map which I will try to keep updated as close to "live" as I can.
I'm thinking perhaps I should not have put MapTools in the thread title because either it seems to be scaring away applicants or the thought of playing a small green evil menace to society is too much for some roleplayers? :)
I find playing the bad guy games way more fun myself. :)
Your character concept (a full character sheet is not required -- but name, class and alignment are needed):
LN RangerThakmaka "The Pixie Destroyer" Goblin 'Trophy Hunter'
A brief character background:
Thakmaka is the best Pixie hunter this side of the woods. He delights in hunting down his sworn enemies, and has a long standing grudge against all things Fae. He hunts them for their wings mostly, but still remembers the old wound they delivered to him via treetop.
He wears that 'deadly acorn' around his neck as a reminder that all winged things must die, but Faerie's first of course.
Personality description Obsessed, Cunning, and slightly cracked. Thakmaka took a deadly acorn blow from a playful Fae, and has never been quite the same. If it lives in a tree, he hates it, if it can fly, he wants to eat it, but if it has colored wings...it must die. Thakmaka follows his own code, something he usually makes up on the spot, but once a rule is made he sticks to it.
Lastly, in character, please respond to the following:
1. You find a small human child wandering alone in the forest, what do you do?
Details, what kind of child? it makes all the difference!(I'm assuming Human.) Thakmaka thinks it's a trap of one of the furry tailed kind, the squirrels. Sensing the obvious ruse, he uses his climbing rig (a few rusty nails and some old work gloves ruined by Pine Tree Tar.) to outmaneuver, and out flank this hell beast. Thakmaka can wait all day until it shows it's grey furred form, and wait he does, with a keen eye on the bait and treelines. Danger would be incoming.
2. You have been alone tracking a wild pig all afternoon and finally you have caught up to him. Just as you are about to ambush it you hear a "thwack" sound echo from behind you. One of your goblin chums, Slush Shoot-So-Good has just bullseyed your boar with an arrow. What do you do or say?
Seeing as he has stayed out of sight and ears all day I make good with the friendship and wait until he dragged it (the boar) to a nice place and then kill him. Thakmaka doesn't need more sneaky toes following him and stealing his goods. Better do away with him now, before he does me away later.
3. You are eating dinner. It's horse meat. You love horse meat! You are about to eat your portion when a goblin you have been trying to make "mushy" with for many weeks sits down beside you and says, "You gives me horse flesh and me gives you mushy tonight." What do you do?
I glare at her lying lips and threaten to bite them off if she don't leave Thakmaka alone. Thakmaka knows when he is being lied too, and if Thakmaka want to make the mushy, he don't need her permission, just her to be there when he say so.
Here is my application. A one armed Half-Elven Summoner.
1. Why are you in Sandpoint? Are you a local or a visitor to the city?
A local Half-Elven man, albeit one scarred from a bad start as an adventurer. Thinking his magic able to defeat any obstacle, she joined up with a band of mercenaries looking to find fame and fortune in plundering a Dragon's lair. The job was supposed to be an easy in and out, but bad information and a possible snitch led to a surprised attack by a very jealous pair of White Dragons that sprung a well laid out trap. He lost an arm in the process and barely escaped with his life, she has led a quieter life since, but someday, she vowed, she'd be back.
2. What are your motivations for attending the Swallowtail Festival?

As a local she is in town helping to prepare for the festival, having taken up residence here she tries to do what she can with his handicap without resorting to magical aid.
3. What will your character contribute to the group?
Support class. He would contribute some combat support via melee or ranged due to spells and Eidolon.


4. What are your plans for your character mechanically?

Summoner, with the Synergist class theme to replace the lost arm with his Eidolons. He would not do this in town for fear of being seen as some kind of monster, but should she regain his adventuring spirit she would call on his Eidolon for support.
5. What are your plans for your character from a story-perspective?
Rekindling his adventuring spirit, and growing over time into a powerful summoner. He could tip either way in terms of being a righteous defender of the weak, or someone a little more narrow minded and self serving depending on the group she joins up with. He does have a good heart though, but might take time to get that aspect out again.
scruffy 8 foot tall doggish looking male. mistaken for an oversized 8 foot tall black scruffy rustic anthropomorphic labrador retriever.
a Shoanti male bred with an ogre female of whom he bested in combat and forced to become his consort against her will. part of the stakes.
wears hide armor and carries a large earthbreaker (prefferably)
Sherman Mountaincrumble is just a common name he adopted in his service of Fort Rennick. he is highly distrusted and prone to violence.
would you allow me to pay an XP cost to reduce his level adjustment?
does the adventure path have any magical large Earthbreakers?
If it's on the SRD, then yes, it's cool. Including half-giant and psi warrior.
I do allow you to buy off ECL per the rules, sure. However you will not start at 7th level if you do this. (for fairness of course)
In this game you'd only be able to buy off an ECL 1, so if you want to do that you can buy off ECL 1 and start the game at the minimum XP needed to earn level 6.
You cannot buy off an ECL of +2 or greater yet, as the max level to start this game is 7th, and you would need to be 8th level (6th with a +2 ECL) to start buying off an ECL of +2 or higher.)
I was toying with allowing everyone to start with at least a +1 weapon and armor or shield. I'll handle weapons before we start the live game though. I'm not sure if the 2 prior paths, Rise of the Rune Lords, or Burnt Offerings have Earthbreakers in their loot charts. Probably not.
So if you do want to be a half-giant, with a 0 ECL, it's doable, but you'd start at level 6th, not 7th.
I have a few things set aside, but had no time due to class to figure out his exact backstory. But I'll put him into the game's storyline soon enough, as I find a good reason for him to be in Sandpoint. You won't be disappointed.
EDIT: Also, I'm using the 'fractional' BAB and saves chart from UA, though it isn't listed on the site. It makes multiclassing hurt less, is all - keeps me from losing a BAB due to the 3/4s BAB Rogues have. If you don't want me to do this, please let me know! Thanks!
I'm not going to sweat a BAB point. But try to keep the material from d20srd.org as the exclusive source.
You know, I just realized how much 20 points hurts when your stats start at 8. Woo! This'll be entertaining to make. Yay for 14s!
So far I have his levels prepped and a lot of other work done for the character itself. I'll probably end up somewhere between the two archetypes I listed, with a hint of combat.
Argh. I do that every time. Change that to 3.5 style 32 point buy. (20 was paizo's version, where they started at 10.)
Just a suggestion, albiet a minor one: Why not just have them all create stats based on the Pathfinder Point Buy System, and everything else be generated a la 3.5?
*zips off*
Same difference in the end. Seeing as I'm not using paizo material in character building, no need to use their point buy.
You know, I just realized how much 20 points hurts when your stats start at 8. Woo! This'll be entertaining to make. Yay for 14s!
So far I have his levels prepped and a lot of other work done for the character itself. I'll probably end up somewhere between the two archetypes I listed, with a hint of combat.
Argh. I do that every time. Change that to 3.5 style 32 point buy. (20 was paizo's version, where they started at 10.)
Priority, you say? Count me in on that, my friend!
Expect a fleshed-out concept by the end of the day. Probably something charismatic, most likely a rogue/assassin kind of deal. I just need to do some reading on RotRL, so I can get a better feel.
Welcome back. That's 1 seat most likely filled. :)
a black bear is only a HD 3 creature, with a +2 or +3, leaving a level or 2 for ranger. in the text they use a brown bear, which is the HD 6, with crazzy stats.
My only concern about the others is alignment, a black bear mountain man, ranger dude, whose lawful good would be cool.
hmm.. wereboar wouldn't be too bad, except for the whole neutral alignment thing.
Probably true, but if it isn't statted up on d20srd.org then it's veto'd. I need to look things up quick and easy. :) The other 3 allowable are pretty beefy still.
P.S. Aligment is "any" when applying the template to a PC.
Werebears are HD 6 with a level adjust of +3(natural) or +2(afflicted), which is out of scope for a 7th level max still. But a lesser HD creature may still work.
A Boar, Rat, or Wolf, either afflicted or natural, would be the only choices that could fit.
Well, I wanted to PC a game, but pickings are scarce. So now that the job is less taxing again, I'll run one instead.
I'm looking for players that are interested in running The Hook Mountain Massacre, part of the Rise of the Runelords AP.
I wanted to start with module 3, as I have already run 1-2 with my table group, but we quit half way through this path due to majority votes to try other systems. I liked it a lot so I wasn't to see it all the way though.
So here is the pitch, and how I as GM want to run it.
Post Frequency: 1-2 posts a week minimum. Seriously, if you cannot post at least once a week, don't bother asking to join. I want to get through this whole AP in less than a year, and I don't want to keep dropping/recruiting players, as that is really unfair to a good RP environment if you keep having new people dropped into the mix. I think that's pretty fair. :)
Game Style/Creation method:
3.5
7th level character max
20 point, 3.5 point buy method
Max HD per level.
Optional: you may choose 1 flaw, to gain 1 feat.
Alignment: any, except those that derail the game. This does not bar evil alignments, as LG characters can just as easily be plot blocks if played a certain way. Just don't derail the game, and it's all good.
Other: The module is in 3.5, so that's what I'm rolling with. You may use any variant rules, alternate class features, or whatever to create your characters as long as it is found on the D20SRD.org site. If it is not on that site, then it gets veto'd. It's easier for me to look something up there on the fly, and it keeps surprise's out of the mix seeing as the level cap is 7th.
Number of players needed: Eh, a bit, there's always a few drop offs after the game gets started, so I'll take a few more than the module recommends and worst case up the CL if needed if it's a large party.
Those eligible: Anyone, but I will give priority to any players that played in my Darkwater PBP that I had to end early due to work load, and other projects.
Those people include (character names):
Devannis Pantera
Olek Molotva
Nerine Waverider
Kyre Sannah
Kai'Itza
Avion/Raz
I plan to pick 6-8 people once I look over all the character concepts/builds, maybe more with the drop off factor.
Don't bother with 'magical' equipment/weapons, I'll assign them based on the 2 past modules, and assign them to the selected characters. After that if you want to trade them between yourselves you can work that out after that.
NPCs & Backstory Events (as they happened in my word):
Burnt Offerings: The PCs stopped the plot to destroy Sandpoint.
Nualia was slain by the PCs.
Tsuto(sp?) Jumped in the glassworks forge, thinking he would be raised. He smiled as he burnt to death.
Ameiko was saved by the PCs, and is possibly in a romantic relationship with any PC. (she fell for a female in our group oddly enough. But that is open here.)
Erylium was drowned in her lair.
Gogmurt was spared, and left the lands after helping the PCs briefly.
Koruvus was slain
Orik Vancaskerkin was redeemed, he joined the party and helped stop Nualia.
Lyrie Akenja went crazy and was slain.
Bruthazmus could of been a goblin pimp, until he fell on the PCs sword and spears.
Chief Ripnugget, and his lizard, are dead.
The goblin pickle thief lives, and swears revenge on the pinkies.
All stolen horses were saved.
Skinsaw Murders: The PCs thwarted the Skinsaw Man's plans.
Aldern Foxglove still lives, and may be hunting one of the new PCs.
Xanesha was surprised upon, defeated and arrested, but escaped (easily) later when the PCs assumed they (the town guards) could keep her contained.
I'll post more later if I missed something or there are more questions.
Hello. Just finally found this thread. I'm dotting it to keep track - if you should need another player sometime, I'm probably as sometime as they come. This wizard is reasonably ready to play; if picked, I'll have to rebuild his stats on a 25-point buy, but that shouldn't take too long.
Date in game: Oathday 12 Pharast, 4709 AR - Fireday 13 Pharast, 4709
DM Game 2 Summary:
Grunk finds a +1 steel shield in the otyugh's cess pit. Traveling a bit further down the sewers, he learns a valuable lesson to listen at doors before flinging them open, as he is critically hit by a fast zombie. The group destroys the fast zombies and brings Grunk back from the edge of death, then encounters 3 more Hellknight armigers. Janiven instructs them to not kill them if they can help it and the group does, leaving them wounded & unconscious in the sewers but stabilized.
Janiven brings the group to their safe house in the Rego Sacero (Priest Sector). It's an abandoned Shrine to Aroden, which has been untouched and unclaimed since his death due to a loophole in Chelaxian law. The shrine's alleyway entrance is disguised to look like it's boarded up, and heavy black curtains cover the windows to block the view from the outside. The PCs meet the other rebels:
Amaya, female Tian human, glassblower and Amiko Kaijitsu's distant cousin Ermolos, male Chelish human blacksmith who walks with a limp Fiosa, female halfling house servant who knows many halfling slaves Gorvio, male Chelish human who works for his uncle, a horse trader Larko, male Garundi human dock worker, who hopes to move outside the city Mathalen, female Chelish human porter who was fired for meditating at work too much Rizzardo, male Varisian human, stowaway with a temper Sclavo, male Garundi human scribe for the courts Tarvi, female Chelish human jeweler and perpetually fighting off arranged marriages Vitti, male Chelish human, woodcarver with green hair and who refuses to eat anything he didn't catch or grow himself Yakopulio, female gnome bartender & pimp, offensive and outspoken atheist
Grunk & Will go to sleep while Rad talks with the rebels and tells them the story of their escape from the sewers. The rebels are young and earnest but unskilled, so they are enthralled. Janiven is also enthralled and sleeps with Rad.
Over breakfast the next morning, the rebels are arguing about what name they should call themselves and what they should wear as a uniform. Will suggests "Sunrise Knights" with a half sun, half moon symbol, and the group suggests red reversible hooded cloaks as their uniform. Rad suggests a hierarchy of members, with the PCs as the leaders and the other rebels as more junior members. Grunk just wants to get paid and get going.
Monsters:
2 fast zombies CR 1/2 * 2 = 400/5 = 80 XP each
3 hellknight armigers CR 1/3 * 3 = 81 XP each
Story Awards:
Making it to safe house: 300 XP each
Rolepaying bonus: 300 XP each
Winterwalker(M Human Monk 3, Rogue 3, Bard 4, Wizard 1)
Kobold Cleaver wrote:
Winterwalker wrote:
Best Game ever.
I'm going to randomly jump in at some point once I find a concept I nail down, as it is wide option the mind wanders.
Sounds good.
I'm not really being as helpful here as I should be. So, to clear up: All characters I don't comment on are alright. You may feel free to enter the game however you like.
you caught me while editing that post, heh, here is what I added:
Kobold Cleaver, you don't have some external board access for private questions do you? I wouldn't want to ruin a good character surprise if it could be allowed. AOL IM, email, Yahoo IM, or something?