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Chelish Flesh Golem

overfiend_87's page

Pathfinder Society Member. 104 posts (7,441 including aliases). 1 review. 1 list. No wishlists. 18 Pathfinder Society characters. 74 aliases.



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I will be running Crypt of the Everflame and will make sure to try and tailor the difficulty as this was made pre-pfs and it's origonal intention was to level half-way through. Since this cannot be the case with PFS 2nd levels would be helpful, but I know many will want to use their 1st levels to get to 2nd after the moduel so if we have all 1st I'll be sure to scale it.

I am going to start up this Modual on Friday so I'l give you plenty of time to get characters ready.


I have a question regarding the sanctioned Modules. I have a few characters I want to level through GM credit so I'm after whatever module gives you +3 xp and 4 PP.

It might just be me, but I can't see any clear sign on what ones give you that so any help will be most appreciated.

I'm looking for ones aimed at 1st level to get them to 2nd.


Master of Gaming and Grognardia

The invitation you recieved last night was remarkably simple, especially given the important of the occasion: "Start where it all began. Meet us at the Pig's Paunch one hour before dawn."

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

“Welcome! Welcome, my students! Please, have a seat!” With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. “Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.

“But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix,” he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist.

Shaine continues, saying,
“Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.” Janira speaks up in an enthusiastic and cheerful voice,
“Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.” Master Shaine hops to his feet. “Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well.” With these parting words, the Master of Scrolls jumps off the table and strolls to the door, but pauses for a moment "Make sure you are all equipped. You will need to take good notes for the society and be equipped. I'll be outside." she states as she makes her way outside, already raring to go.

Kreighton remains sat and chuckles.
"She has been a great student, but certainly not a patient one. If you wish to ask any questions, you best ask now." he states, keeping things to the point as he looks over his scrolls.

now's a chance to ask any questions your characters may be curious about. Afterwards we'll be travelling to the cave where this Gillman was last seen.


This idea is going to be a massive undertaking so I'm certainly not going to start it anytime soon.

The base idea is that it'll be a homebrew using the kingdom building rules of Kingmaker in a land far to the west. I was going to plan on having it as a fantasy version of america during the time of settlers, but it of course, won't be historically accurate due to the fact it's in Golarian.

There will be ruins of other civilisations that will have attempted to set up strongholds here and will either have been forgotten or left derelict due to Earthfall or possibly other unknown entities

There are a few ideas that I would like a few suggestions with:

1. The natives. Now I don't mean any insult or offend anyone, but I've been wondering if I should use one of the ethnicities that already exists (like Shoanti or Mwangi) or if I should create a new one, simply known as Apache with the language of the same name (though I know there are many different dialects with native Americans, for game terms it's easier to be a single language) who will be the human natives that live there, but they won't be the only ones. There will also be other races that live in and around this new land that the PCs will be colonising.

2. The group I'm thinking of who want to spread over to this new land could be the Pathfinder Society as that fits their motives, but also various other small groups. However, I'm curious if anyone has any better suggestions for groups that might fund such a trip.

3. Being to the west, would it be too out of the way to have Azlanti or Thassilonian ruins?

Also I'm open up to any other suggestions anyone might have. At the moment I've only got a very rough outline with ideas for there being many haunted and forgotten ruins, natural resources like Mines and such and later I was thinking they would end up discovering and possibly going to war with a Hobgoblin nation.

Again, any suggestions for possible locations or rampaging creatures would be of great help.


Basically a line in the guide has caused me a little bit of confusion:

Guide to Pathfinder Society Organized Play wrote:
Playing a module or sanctioned content from an Adventure Path from beginning to end earns a character 3 XP and 4 Prestige Points if that character is on the medium advancement track, or 1-1/2 XP and 2 Prestige Points for characters on the slow advancement track.

Now...my interpretation of this meant that various free Modules should give 3xp instead of normally 1. I ask this because I have two issues.

1. All the free Modules I have downloaded have no chronicle sheet on them at all so that causes a issue with organised play.

2. The one I have that DOES have a chronicle sheet (Master of the Fallen Fortress) is only for 1 xp as per normal.

I hope to get really stuck in with GMing for PFS.

EDIT

SIGH...sorry it's very late here and my brain isn't working. I just noticed on the link the little link below, saying where to go to get the chronicle sheets...


Master of Gaming and Grognardia

Hi all, feel free to discuss anything you wish out of character here as well as let me know if you'll be away for more than 24 Hours as we all have lives and can't be online all the time after all.


This is the Confirmation, every pathfinder goes through this test before they become recognised as a pathfinder and those who are already recognise take part to re-enforce the society's rules, philosophies and practices

For those who don't know, this scenario can be re-played again and again so it doesn't matter if you've already played it, though of course no meta gaming.

This is a PFS game so PFS rules apply for character creation.

The date I'll start this will be Monday the 9th.

I'll invite you to the discussion thread when I've made my decision later this week.


I am opening a re-recruitment for my homebrew, Buried Secrets. The homebrew is set in Magnimar and has it's own story and events going on, however I also incorperate the player's backgrounds into the story with bringing in ideas for possible redemption and other things devised from your backstory.

Set up:

Magnimar, City of Monuments. It brings in all kinds of travellers, from scholars to study the ruins to hardened adventurers who wish to dive into the great Irespan in search of treasures. Many of these things or possibly more has brought you to the city.

The group are in contact with a mysterious man named Irthir. He deals with a lot of behind-the-scenes activities in Magnimar, but so far has not asked the group to do anything evil or unethical. If anything, he has been helping clear up the city and rid it of evil so far. He can get anyone, anything, but he doesn't deal with slavery, nor murder of innocents.

For one reason or another you may have searched for him through your contacts or choices. Either to gain work, information or whatever you can imagine.

Traits:

Start with 2 traits. One campaign (either one below or from another campaign that goes with your backstory) and another non-campaign trait.

Blood of Ancients: You have ancient and powerful blood running through your body. No matter your ancestor, you choose your own path, but you gain a boon from the strength of your ancestors. It may have manifested itself since birth or late teens, but either way you feel that you are destined for greatness.

Azlanti: Somewhere far in your past your ancestors were part of the great and ancient human race known as the Azlanti, who managed to escape the initial destruction of Earthfall. You have a natural skill with all things magical. You gain a +2 trait bonus to Spellcraft as you appear to understand all spells on a subconscious level.

Dire Corby: Your blood once crossed with the Dire Corby, bird-like humanoids that it was said once lived on the surface before being driven into the Darklands just as the Serpentfolk were. You have had many dreams of flying, more than the average person. You gain a +2 trait bonus to fly, which increases to +4 if the character gains wings.

Serpentfolk: Your ancestors mixed with the Serpentfolk, most likely as slaves that produced offspring or some kind of experiment in mixing the two species. You have an affiliation with serpents and reptiles, and can cast Speak With Animals at will to converse with such creatures (including various forms of dinosaurs, lizards, and other cold-blooded creatures). In addition, you gain a +1 trait bonus on the initial save to resist a poison.

Thassilonian: The lords of Thassilon decided that the lesser races should be allowed to practice magic just as the Azlanti do, however the civilisation fell into decadence and those that were there have been scatters, most likely either as Varisians or Shoanti tribes, both of who practice their own kind of magic. Your ancestor might have been one of the "lesser races" or an Azlanti who lives in Thassilonian. Because of your Affiliation with magic you gain a +1 trait bonus to one sub school (such as compulsion or polymorph).

Missing Colleague/Friend/Partner: You know someone who went to Magnimar to study the monuments of Magnimar as they appear to have become recently charged, though no one knows why. Your colleague went ahead of you to investigate this but has not returned your messages for several weeks and has gone missing from their inn room leaving no trace. From your study you gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.

Omen: You one night have a vision of Magnimar in fire. You were then plagued with visions, yet retain no memory of them but you get a sense of Dejavu. Because of this you gain a +1 to initiative and reflex saves.

Child of a Hero: Varisia breeds many heroes in its history and you are the child of one of these many heroes who have travelled the lands and killed impending threats to Varisia and Golarian. That greatness has been passed to you, whether you ever knew your parent or not doesn't matter as they have passed down their greatness to you. You gain a masterwork breastplate and a +1 trait bonus to diplomacy within Varisia, due to the high standing of your parent or parents.

Character Creation:

Level: The characters are now 4th level
Ability Scores: 15 point buy
Alignment: Any non-evil welcome.
Hit Points: Max at first level, then average every level afterwards.
Classes: Core + APG + UM + UC and other Pathfinder sources
Starting Wealth: Average for your level, but note that this is a normal level of magic in this pathfinder world, so magic items will be available at markets, but artifacts and incredibly powerful items will be hard to come by for example, you won't find anyone selling a intelligent magic item.

Races:

Almost any race, apart from those with HD for obvious reasons, but as stated earlier it's better if it's tied into the backstory. For example, why would your character be a Kitsune that travelled all this way? Maybe a slave who broke free either by themselve, Ithir or someone else.

Spells, Equipment and Feats: Like classes, everything from offical paizo is allowed.

A few ground rules because I've had bad experiences with party members arguing and going at each other’s throats over the split of treasure and so on so please read these rules before applying. If you complain later, don’t say I never stated them.

Treasure: This will be done as fair as possible with a system that I have found has worked flawlessly.
The sale value of items and combined value of coins gem's etc. comes to 3000 gold pieces.

Each player gets 500 gold to claim out of it.

Player X wants item Y, which costs 1,000 gold.

He takes the item, and everyone else gets 400 gold. He then 'owes' the additional 500 gold out of his next treasure share; simply put, he takes 500 less from the next share, without having to pay gold back in.

This means people can claim what they like and it works out balanced and fair to everyone. As long as loot keeps coming in it works.

Everything else are forum rules, don’t be a pain and argue out of character, so on and so forth, yadda, yadda. We’re all grownups so I think you know the rest.

Application: I don’t need to see numbers for a character, but I put my stock in backstory. This is not a “first come, first serve” deal so please take your time with a backstory and how it ties into your traits, race and everything. I want to know why your character came here, what they’re after and what is their reason for seeking the mysterious Irthir? Not to mention what this person can get them that they have been unable to obtain information about.

The current party consists of:

Jaidoh Palumbra (Fetchling Sorceress)
Ostog Oath-Breaker (Human Ranger, Two-Weapon-Fighter) Not heard from him in a while
Rabe the Hunter (Human Barbarian)

I was originally thinking of running 6 players so I'll need three more, possibly 4 players to re-fill the slots. Whilst the recruitment is going on I'm going to devise a way for you to make an appearance.


I'm sure there's probably been a few threads like this before, but I'm after some advice.

I've been running PFS campaigns for a while, however I'm tempted to run a few PFS scenarios now, but need a little help as I'm new to GMing a pfs scenario.

1. Under the number of days should I just put down the single day it starts (as listing out all the day, with the usually PFS speed, would be roughly a month or less) or count out ever day.

2. This is more general PFS knowledge. After hosting a game, how you do you, as the GM, add the cert to your character? Is it the same as usual or do you need a special kind of chronicle sheet? Also what are the restrictions? Can you only apply 1-2 to a 1-2 level character or can it be any level, but scaled correctly to you? I'll be mostly doing low levels to get a few of my low level pfs characters up.

3. I'm confused on the mention of "Sessions". Would is be a single session if I run a single group for a scenario? I'm assuming that would be just 1 slot and 1 session (or more if I need to list multiple days.)

Thanks for any feedback. I'd really appreciate the help :D


Master of Gaming and Grognardia

decided to set up the gameplay thread as Alex pointed out he can't dot unless it exists.

As the Sun Shaman comes to see the group he is escorted by several Burn rider and invites you all back to his tent. When you arrive, he greets you all.
"Congratulations on becoming one of the Sklar-Quah, please, sit near." he instructs pointing to the personal fire. "As I have said, this tale is one passed down for many years back when we lived where your city now stands. My Ancestor, Coja Eyes-Aflame, who was called to join a righteous cause by a man named Mandraivus. He was a hero of a distant nation and needed a small group to fight a vile dragon, disguised as a human, named Kazavon. He was gone for many moons, but when he returned he was not the same. His hands would shake, his eyes carried a hunted look and would wake up every night in cold sweat and screaming in fear. Little was said about what he saw, but he said they had won and Mandraivus was in control of the fortress known as Scarwall. As long as he held it, evil would never return, he believed."

Knowledge Nobility, Religion or History:

Mandraivus was a mighty paladin, descended down a long line of holy warriors who followed Iomedae and was gifted a magical blade named Serethtial, that she crafted herself. His last mission was to destroy Kazavon and take over Scarwall as a perfect foothold into the Hold of Belkzen, but he has never been heard of again, however since no more attacks from Kazavon has happened many believe he died in the final battle and no one has been able to recover his body nor the blade.

"Although he and Mandraivus' companions had defeated this mighty beast, it would not die. The abomination's remains would twitch with life, even as they used their most powerful spells and weapons it would remain. The hero sent everyone away with different parts of the dragon, my ancestor carrying Kazavon's teeth back home. He was ordered never to contact any other members of the group and to make sure the relics were buried and hidden forever so this creature could never return to it's former life."

"We places the Midnight Fangs inside our ancient pyramid on the shores that Castle Korvosa now sits. Many Shoanti died protecting this temple to make sure none would discover the fangs. We have looked at the city in fear since, afraid that this day would come where someone would claim the teeth and be corrupted by it's influence. We were told by the spirits, as we guided them, that the fangs contain a fragment of the creature's soul. It is not powerful enough to cause trouble to the world, but it was known to invade the dreams of those who touched them, leaving only those with the strongest wills to look after the fangs, unlike the queen."

"Once these fragments have found someone weak enough, they grow much like a plant in rich soil to bloom into a mighty tree. She now possesses two souls. One is hers, the other is grown of Kazavon's fragment. Two souls in one body would grant her power over her own mortality. I believe you should all take part in one of our most rare rituals, the Blessing of the Ancestors. We only use this in times of great change to speak to the spirit world for guidance, however this situation required such a powerful ritual to take place."

When asked what spirit the party require, he points out it must have a powerful link to the group as the stronger the link, the better the information given and only one person comes to everyone's mind, Zellara. The ritual can only be conducted in the morning so you are all allowed to retire for the day, only until you are woken in the early morning before sunrise.

The Sun Shaman is sat near a fire, taking the time to prepare, however all he appears to be doing is rhythmic droning chant that goes on for two hours.

If you wish you can join hands with him and help prepare for the blessing and focus.

The location of the ritual is on the upper tier of Bolt Rock and the entire Flameford tribe as accompanied you all to watch in silence and respectfulness for the ritual.

The Shaman begins by recounting the legends of the tribe and the heroics and wisdom of the ancestors in a sing-song voice, shifting after ten minutes into wordless droning and rhythmic chanting. This continues for the two hours, after which the Sun Shaman slumps and the spirit of Zellara rises from the smoke of the fire to address you.
"Greetings again, heroes of Korvosa. Wise Curnach, brave Krenn, Jerin the Scholar and heroic Llyra." she states with pride as she smiles down to you all. She then draws spectral versions of the cards as she goes over them. "I have a message for you from the spirits, but first, let me conduct a new Harrowing."

As she conducts the harrowing she brings up some interesting pieces of information. For the past, she reveals that Scarwall, though liberated from it's owner, has fallen into darkness and no one, not even followers of Zon-Kuthon are safe there anymore. The blade sits in the fortress, awaiting the day to be held by another valiant and holy warrior.

The present reveals that The Brotherhood of Bones, though they have their own motiviations, will be a citical and valuable asset, however, do not fully trust them. It also adds, that attempting to strike down the queen without the blade will result in a slow and agonising death. Without the blade, you would be fighting an immortal.

The future is represented by some of the most horrible sights. Though the castle has remained empty of the living, Devils, intelligent undead and abominations are rife and living. Powerful beings such as a mighty dragon with scales blacker than the deepest darkness, once-living generals who continue to protect their fortress. Two minions of Zon-Kuthon still live, hiding deep below the building. One remaining guard and another a coward, cursed for angering his lord. A Devil from the dephs of hell is still here, trapped by the foul energies that bind the spirits to the walls of the great building.

Most dangerous of these creatures is a rare form of ghost that anchors itself to this world. Unless all the anchors are destroyed, it will continue to return and keep the spirits that have been captured over the years inside the walls. Another, possibly the most dangerous was a creature, who was once a Lich that served as a religious advisor, but now he has been transformed into a far worse and deadly creature. It is suggested you protect yourselves from the powers of death when entering this blight on the spirit world.

Zellara concludes her interpretation, pausing before she speaks again to you.
"I have a tale to tell you." after this she begins to sing with a clear, but haunting song.


Fate of steel—Serithtial
Her cage for years sustained
Four enthralled in lost Scarwall;
Undead to keep her chained.
A spirit first, red war his thirst
Still stands at post of old;
A second foe, infernal soul
Waits high in tower cold.
In kennel’s grime third bides his time
Then vents his killing breath.
And on a stone ’mid ash and bone,
The final dreams of death.
The spirits worn and battletorn
And locked in their damnation,
The chained one’s hold at last grows old
And ushers in salvation.
Yet hope remains amid the chains
When blade’s stone cage has crumbled,
Friends to dread and the death of the dead,
Keys to Kazavon humbled.

As the song finishes, Zellara smiles again, although this time her smiles seems somewhat sad or bittersweet. You feel a sudden upsurge in your souls as the spirits of the dead infuse you with energy to aid them, even when miles away and within Scarwall as the location is a blot on the spirit world too and they wish to see your victory.

The Shoanti stand amazed as the ritual ends and Zellara fades into darkness. Finally, Chief Ready Klar breaks the awestruck silence.
"Truly, you are all blessed by the spirits and bear their mark. You honour us with your presence and friendship. As they go forth to battle the evil that has plagued these lands of ash for many-score generations, they go with the power of the Sklar-Quah. They shall go forth with the power of Father Sun in their hands."

The energy can do one of two things, listed below:
Infused Weapon and Armour: The spirit world infuses one weapon, suit of armour, or shield owned by each of the PCs (even if the item in question is not present at the blessing). If the PC chooses a weapon, it gains the undead bane weapon quality. If the PC chooses armour or shield, the chosen protection gains the ghost touch armour quality.

Infused Soul: The next time the PC fails a saving throw against a death effect, that effect is negated but the PC is stunned for one round as the spiritual energies in his soul are burnt
away. This protection can save each PC only once from a death effect.

[ooc]you can stay for a bit longer or make a move on however way you wish to travel, including teleportation or other types of travel such as Shadow Walk or even Transport Via Plants.


Master of Gaming and Grognardia

Here you guys can tell me when you're ready before I get a start on building up the dramatic start to the adventure.

Still arguing over myself on how much info I should give you (the AP just says a few portions you should know, but suggests Zellara should help you out with predictions) so we'll see how things go.


I got myself the Advanced Class Guide yesterday for Herolab and I found that for some strange reason, when attempting to make a Warpriest (Cult Leader) of Lamashtu that for some strange reason Kukri was not the deity's favoured weapon, even though I swear it was all the time in the past and instead it's just the Falchion.

I remember seeing it as Kukri and Falchion when I made an Inquisitor, but now Kukri appears to be just missing. Is this a herolab issue or has Kukri been removed on the warprist?

Edit: I found this being the only source to suggest Kukri in a seporation next to Falchion, but still.

Also it appears she is depicted with Kukris as her weapon of choice AND her faithful in art appear to wield them so am I missing something?


I have a Nagaji for PFS and I was origonally thinking of making him a Cleric, however my gameplay focus would be more spells so I've been considering Oracle, however I can't really see a mystery that would suit her. Anyone have any ideas?


Been attempting to find the answer to this question myself, however so far I have failed to find anything. I have a 8th level Aasimar with the Andoran faction and as the faction is now retired I'm curious as to what happens to my prestige points? Do they just disappear or get transferred over?


Now for the current adventure I'm running I have the idea for a creature. I was thinking of making Amphibious Sharks. There is the amphibious template, but it doesn't specify if it gives it legs, though I assume in the description where it mentions fins becoming legs and legs become fins (based on what the base creature was) but I was wondering if there was a template that specifically added legs or not?


I've been looking up some suggestions for Martial Artist monk after I made this character as I was curious what would be helpful with this build.

My original idea was focusing on a young woman who has spent her entire life in a monastery, improving her strength and wisdom to the highest degree. As a follower of Irori, that is why she is focused to the perfection of ones body and so her personality is rather blunt with no real idea how to act in society (hence a explanation for the low Cha) and when she left, she decided to head out to improve life for other people which is why she joined the Silver Crusade (that, and Lantern Lodge has been retired.

I'd like to keep a focus on being a purely hand-to-hand monk if it all possible. Especially considering at 4th level I can gain fighter feats, meaning at 3rd I get weapon focus, then weapon specialisation at 5th in unarmed strike. When I found that I found it awesome, but yes I'd like a focus on hand-to-hand combat.

Mia Kusanagi
Female Human (Tian-Min) Monk (Martial Artist) 1
LN Medium humanoid (human)
Init +8; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 17, flat-footed 14 (+2 Dex, +1 dodge, +4 wisdom)
hp 10 (1d8+2)
Fort +4, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +3 (1d6+4)
Special Attacks flurry of blows, stunning fist (1/day, DC 14)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 14, Int 9, Wis 18, Cha 7
Base Atk +0; CMB +3; CMD 20
Feats Dodge, Improved Initiative, Improved Unarmed Strike, Stunning Fist
Traits quain martial artist, reactionary
Skills Acrobatics +6, Knowledge (religion) +3, Perception +8, Profession (scribe) +8
Languages Common, Minkaian, Tien
SQ ac bonus, stunning fist (stun), unarmed strike
Other Gear 150 gp
--------------------
Special Abilities
--------------------
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full rd action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (1/day) (DC 14) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I'm personally quite happy with this build for the character, but I'd like people's opinions on anything I should change.

The idea of the build is she'd be focused on combat which is why she has no skill points in Disable Device (especially as trap sense is removed due to other abilities) and put a focus in acrobatics, swim, escape artist and so on. Her abilities also reflect this, keeping strength at 10 as I hope to gain the agile quality on blades at a later date and next level gain Finesse Rogue to get weapon finesse.

Also getting perform dance to go down the Shadow Dancer route. I use punching daggers with this character so that she is always armed and even though they don't have the same crit range as a dagger, the idea is for sneak attacks, but if she does run out she has two wrist sheaths loaded with daggers for a potential Ooze situation or her weapons getting destroyed by some other means along with spare daggers for hurling or backup.

Build:

Yolanda Vislinskaya
Female Human (Chelaxian) Rogue (Knife Master, Scout) 1
CN Medium humanoid (human)
Init +4; Senses Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +0 (1d4/19-20) and
. . dagger +0 (1d4/19-20) and
. . dagger +0 (1d4/19-20) and
. . heavy mace +0 (1d8) and
. . light mace +0 (1d6) and
. . punching dagger -2 (1d4/×3) and
. . punching dagger -2 (1d4/×3)
Special Attacks sneak attack +1d6 (1d8/1d4)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 14, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 15
Feats Dodge, Two-weapon Fighting
Traits blade of the society, shiv
Skills Acrobatics +5 (+1 jump), Climb +1, Escape Artist +5, Perception +5, Perform (dance) +4, Sleight of Hand +5 (+5 to conceal a light blade), Stealth +5, Swim +1, Use Magic Device +4
Languages Common
SQ hidden blade
Other Gear leather armor, dagger (3), dagger, dagger, heavy mace, light mace, punching dagger, punching dagger, backpack, masterwork, belt pouch, crowbar, wrist sheath, spring loaded, wrist sheath, spring loaded, 46 gp
--------------------
Special Abilities
--------------------
Blade of the Society You gain a +1 trait bonus to damage rolls from sneak attacks.
Hidden Blade +0 +0 bonus on Slight of Hand checks to conceal a light blade.
Shiv +1 damage with one-handed piercing or slashing weapons in a surprise round
Sneak Attack +1d8/+1d4 +1d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.


I've been toying with the idea of making a PFS Barbarian female who is basically like Conan in personality, however female instead. So far I was looking through the archetypes and I'm thinking either straight barbarian or True Primitive.

However, I also wanted to build her with a over-sized weapon like the iconic barbarian with her bastard sword, but instead went with battle axe just because I prefer axes, though I might go with Bastard Sword as it does deal more damage (2d8 instead of 2d6 from axe) so I'm open to suggestions. Here's the build so far:

Gael Of The Waves
Female Human (Shoanti) Barbarian (True Primitive) 1
CN Medium humanoid (human)
Init +2; Senses Perception -1
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 15 (1d12+3)
Fort +4, Ref +2, Will -1
--------------------
Offense
--------------------
Speed 20 ft.
Melee (L) battleaxe +4 (2d6+7/×3) and
. . handaxe +6 (1d6+5/×3)
Ranged sling +3 (1d4+5)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 15, Int 7, Wis 9, Cha 7
Base Atk +1; CMB +7; CMD 19
Feats Dodge, Power Attack
Traits bred for war (shoanti), shoanti tribesman (varisia)
Skills Climb +6, Intimidate -1, Survival +4, Swim +6
Languages Common, Shoanti
SQ favored terrain (urban +2), illiteracy, tireless rage
Other Gear hide armor, battleaxe, handaxe, sling, 109 gp
--------------------
Special Abilities
--------------------
Favored Terrain (Urban +2) (Ex) +2 to rolls vs Favored Terrain (Urban).
Illiteracy May never learn to read or write any language.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Shoanti Tribesman (Varisia) (Survival) +1 to Survival checks, Survival is always a class skill for you.

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I wanted to have her built as a Shoanti and her background involves being near a harbor so she has a rank in swim.

I've gone for full power on strength, which has left my dex and con a bit lagging, but at 4th she'd gain a point for con to improve hitpoints. Any suggestions will be welcome.

note: I just realized I forgot to give her ammo for the sling.


Not sure if this is the right thread for this but here we go.

I've been considering publishing a 3PP monster book, but I have no idea where to start in reguard to advertisement, PDF making, printing and so on.

I'm well versed in converting monsters from 3.5 to pathfinder and have been looking over the monster creation rules extensively so no help needed in that area.

I'd like to know how other companies started up and how they went about starting up the company, constructing their first book/PDF, advertising and so on. Any help on the subject would be much appreciated and if this is the wrong thread I apologise and will see if I can get it moved.


Master of Gaming and Grognardia

After the kingdom of Vertaria has risen there were many doom says claiming that this land would not last a week where better civilisations have, however this kingdom has continued to grow.

The nation has grown to a substancial size and just as our heroes prepare themselves for their next adventure, rumors of Troll sightings in the south grow which start to cause a slow panic to build through the nation, however Sir Bronwyn, the noble leader of the people manage to disperse these concerns, bringing up the grand battles that have been fought, including the recent attack of two wyverns.

A new order arrives, giving the group permission to travel to the south and take new lands for themselves, but be careful for there be Trolls out there.

Telias:

You decided to abandon your cabin where in the night you heard the howls of creatures you know to be dangerous. Two belonging to enormous wolves known as Worgs and another belonging to a creature known as a Winter Wolf.

You did not flee, but just retreat for now where you believe those who claim to own these lands will be able to help you oust thses creatures from your home.


I have been glancing at both systems and am unsure what I'd like to explore. Both seem really cool and with GURPS you can add a lot of stuff, including using the book Cthulhupunk for great old ones walking around. I don't know what to choose for this setting I have in my head. I'm not going to start any of these games yet (and if I do it'll be online) but later when I have more free time I might explore one or the other.

The Idea:

I was thinking about how I'm a little annoyed that the anime Cybercity Oedo 808 never got to continue beyond the three episodes and that there was a lot of material and I thought since it's a high tech world, Shadowrun would be great for it, but so would Cyberpunk. I have no idea which one would fit it better.

Basically I was thinking of just re-creating the opening where prisoners (of a orbiting prison station) whose sentences each equal around or over 100 years are given the choice to go back to earth to help the police in apprehending high-risk cyber criminals and in return, they get their sentence reduced partially depending on the job, how well they carry it out and so on.

That's the only part of the anime I was intending to use, beyond that it could be anything they encounter and it could be magic or advanced cybertech gone wrong or even the spawn of great old ones.

so which do you think fits better? Shadowrun or GURPS Cyberpunk? Which is the easiest to get into aswell?


Master of Gaming and Grognardia

Here's the OOC. Setting this all up for you all and should be ready now.

Sorry if I rushed really fast, I wanted to get the intro done with as i'm quite ill and i don't want you all waiting for me to reply to what only needs one person to say yes or no to.


Master of Gaming and Grognardia

A History of Ashes

The group, having escaped Korvosa via a boat, spend their time heading to the other nearest large city, Magnimar. There they sold their loot, went to crafting and buying equipment to further aid in their adventure. As they return to the village of Harse once people see them they all begin to question the group.

"Where are you from, strangers?" one askes and another person moves up to ask "Are you from Korvosa? What's happening there?" with many other questions following. Vencarlo comes in close and suggests you all make way to a friend's home. There he and Neolandus can stay without attracting attention.

The narrow village of Harse is located on a strip of land at the point where the Sarwin River empties into the Falcon River. The village itself only contains a few dozen buildings, including a church dedicated to Erastil, two groveries, two taverns (the Spotted Pony and the somewhat dingier Nag Bag), a large inn and a bustling ferry service. This town was a traditional river-crossing site since as far back as shoanti times. The north-eastern edge of Harse features a large collection of stables and other buildings around an open field, known as the Harse Marketwhich is one of the most popular places to buy and trade livestock in the region. The site of a yearly rodeo designed to single out the best animals and riders.

The majority of Harse's citizens don't live in the village proper, but one of the dozen ranches and farms that dot the surrounding countryside and it is one of these that Vencarlo leads the group to. One named, The Blackbird Ranch.

You can deal with the crowd retro-actively. Ignore them or inform them who you are and what's been going on in the city. It's obviously many of these people are worried for loved ones back in the city.

A mere 15 minute travel by horse back leads you to this ranch where you can see quite a few horses grazing. You see a group of people by the horses, riding a few and running them through tracks. It's then that Vencarlo whistles and a Barrel-chested man makes his way to the group.
"Vencarlo? Erestil's bow! What are you doing here?" he asks putting out a hand to shake with his dear friend.

"It's hard to explain. We need you to help me and my friends. Take us to that old cellar of yours and we'll talk there. Okey, my friend?" the man's grin fades and he puts on a serious look, knowing instantly something must be up and he nods to the group.

"Let's make our way. Keep this business out of earshot of the kids. That little girl of mine wants to travel like we once did." Vencarlo smiles at this.

"I assume you've supported her?" he asks with a small laugh

"By Calistra's arse, did I? I set her straight about the danger. We're the last of the blackbirds and I'll be damned if my daughter leaves on some fool quest to to discover a worthless pile of rocks or try to find a hairless dwarf! No, she'll grow up and find herself a nice man who'll treat her good and she might even have a farm of her own to bring her kids up on."

The conversation goes on with the two talking about Vencarlo's old adventuring days. You learn this man's name is Jasan Adriel and their group known as the Blackbirds had made a small fortune adventuring as they explored the Storval Rise and the Mindspin Mountains. A fortune, that you don't doupt he spent on this farm and Vencarlo spent on building up his school. They seem to stop when they get to a point when talking about the Dwarven tomb they discovered and the undead horrors within. Clearly something about that day hangs on them heavy.

His family clearly takes notice of you, but they don't press any of you for questions. However, the oldest of the girls with long flowing red hair and slender hair looks to the group with intrigue. They're all dressed in boots for this sandy landscape and where the mother and youngest daughter wear dresses, the oldest is wearing overalls.

Basically it's like the wild west with all the sand, horses and cattle.

Once everyone is in the basement, Jasan leans against a nearby wall and examins the group.
"Alright, what mess have you gotten yourself into, greatest swordsman in Varisia?" he says with a hint of sarcasm, but his crossed arms suggesting he is serious about finding out.


Master of Gaming and Grognardia

Those who have never been to big cities before are amazed by the sheer size of Magnimar and how confusing the streets can be to a first timer. As it's such a huge city there is many taverns and many more criminal elements both supernatural and natural, but that's common knowledge.

Built around the ruins of ancient Thassilon many strange forces and occurences happen here. Some worry that some hidden monster might escape like the Shriezyx, yet this doesn't stop heroes entering the ruins to never be heard of again, or worse, returning as babbling fools.

Misfortune or destiny, whatever it is, it has brought you to the Dockway and to a tavern known as "The Old Fang" which is best known as a taproom and cheap inn built right on the docks and covered in barnacles below and with white paint peeling off the top. Run by a woman known as Ol' Mam Grottle, a burly, no-nonsense matron who keeps order. Inside the walls are covered with old nautical trophies by her late husband who hunted at sea and died by an enormous swamp barracuda. The head of the same creature is stuck to the wall, taken by Ol' Mam herself and left there as a reminder that she is not to be trifled with.

Upon entering the place appears to be busy and you all arrive at the same time, showing the symbol to Ol' Mam who escorts you into a private room in the back. The room seems quite musty and not well used. In the centre is a long wooden table with six chairs and one large chair at the head of the table with a note attached: "Reserved". You also get a cramped feeling due to the lack of windows in this place

On the table awaiting you are several plates with meat, cheese, wine, water and mead with a note set up for you to all read.
Welcome all. I apologise for my lateness, but something has come up. Please, sit down and enjoy the meal. It's on the house.
Signed, your benevolent benefactor.

P.S. Please leave my seat unoccupied, thank you.

You also see something added in another person's handwriting beneith the note

P.P.S. No spittin' 'Ol Mam worked hard to clean this room for you, so show to respect.

Here we go, your characters can introduce each other and we go on from there.


Master of Gaming and Grognardia

Here's the discussion thread and welcome all who got in. Soon you'll be entering Magnimar to meet the mysterious Ithir. No one is known about this man, in fact most people swear he goes by several descriptions making him impossible to pinpoint.

Working on the opening now. Just got some new ideas to start up with. You each have your invite and on it is a special symbol unique to you alone. The letter explains you must show this to the tavern owner to be allowed into the meeting area.


Hi all, DM Aron Marczylo here with a homebrew called, Buried Secrets. This will be Pathfinder, set in Golarian in the city of Magnimar starting at 1st level with 6 players.

Set up:

Magnimar, City of Monuments. It brings in all kinds of travellers, from scholars to study the ruins to hardened adventurers who wish to dive into the great Irespan in search of treasures. Neither of these things have brought you here, but something mysterious is going on in the world that you have yet to comprehend.

In this city you are to meet up with a man named Irthir. Well known in the criminal underworld as an enigma that has been around since early civilisation and is said to be able to get you anything you desire for the right price, yet holds a moral code by refusing to deal in slavery or those who wish to harm innocents.

You decided to search for him because of an issue that has come up in your own life (see traits below or use campaign trait from a AP) and no matter what you or anyone else does to help, it doesn’t bring you any closer to the answers that you seek, but from asking around, you find an invitation in your bedroom one night of this stranger promising to help you, if you are willing to visit him and discuss the issue. He is the only positive lead you’ve had so far, everything else leading you in circles or paying money to people who found nothing themselves

Traits:

Start with 2 traits. One campaign (either one below or from another campaign that goes with your backstory) and another non-campaign trait.

Blood of Ancients: You have ancient and powerful blood running through your body. No matter your ancestor, you choose your own path, but you gain a boon from the strength of your ancestors. It may have manifested itself since birth or late teens, but either way you feel that you are destined for greatness.

Azlanti: Somewhere far in your past your ancestors were part of the great and ancient human race known as the Azlanti, who managed to escape the initial destruction of Earthfall. You have a natural skill with all things magical. You gain a +2 trait bonus to Spellcraft as you appear to understand all spells on a subconscious level.

Dire Corby: Your blood once crossed with the Dire Corby, bird-like humanoids that it was said once lived on the surface before being driven into the Darklands just as the Serpentfolk were. You have had many dreams of flying, more than the average person. You gain a +2 trait bonus to fly, which increases to +4 if the character gains wings.

Serpentfolk: Your ancestors mixed with the Serpentfolk, most likely as slaves that produced offspring or some kind of experiment in mixing the two species. You have an affiliation with serpents and reptiles, and can cast Speak With Animals at will to converse with such creatures (including various forms of dinosaurs, lizards, and other cold-blooded creatures). In addition, you gain a +1 trait bonus on the initial save to resist a poison.

Thassilonian: The lords of Thassilon decided that the lesser races should be allowed to practice magic just as the Azlanti do, however the civilisation fell into decadence and those that were there have been scatters, most likely either as Varisians or Shoanti tribes, both of who practice their own kind of magic. Your ancestor might have been one of the "lesser races" or an Azlanti who lives in Thassilonian. Because of your Affiliation with magic you gain a +1 trait bonus to one sub school (such as compulsion or polymorph).

Missing Colleague/Friend/Partner: You know someone who went to Magnimar to study the monuments of Magnimar as they appear to have become recently charged, though no one knows why. Your colleague went ahead of you to investigate this but has not returned your messages for several weeks and has gone missing from their inn room leaving no trace. From your study you gain a +1 trait bonus on Knowledge (history) checks made in Varisia due to your familiarity with its historical remnants. This bonus increases to +2 if the check relates to the city of Magnimar. Additionally, you gain a +2 trait bonus on any skill check made to receive a boon from one of Magnimar’s magically imbued monuments.

Omen: You one night have a vision of Magnimar in fire. You were then plagued with visions, yet retain no memory of them but you get a sense of Dejavu. Because of this you gain a +1 to initiative and reflex saves.

Child of a Hero: Varisia breeds many heroes in its history and you are the child of one of these many heroes who have travelled the lands and killed impending threats to Varisia and Golarian. That greatness has been passed to you, whether you ever knew your parent or not doesn't matter as they have passed down their greatness to you. You gain a masterwork breastplate and a +1 trait bonus to diplomacy within Varisia, due to the high standing of your parent or parents.

Character Creation:

Level: This is for 1st level characters.
Ability Scores: 15 point buy
Alignment: Any non-evil welcome.
Hit Points: Max at first level, then average every level afterwards.
Classes: Core + APG
Starting Wealth: Average, however for future reference those who are starting later get wealth per level as the rules. (This is not a low magic campaign, so magic items will be available if this is ever the option.)
Races:

allowed races:

Core (human, elf, dwarf etc.)
Aasimar
Catfolk
Changling
Dhampire
Fetchling
Ifrit
Kitsune
Oread
Sylph
Suli
Tengu
Tiefling
Undine
Vanara
Vishkanya

Other races will be accepted on a case-by-case look. The city is open to most races and would’ve seen stranger groups of heroes walking the streets. It’s a big port city so just about any race of human ethnicity would be found here or make their way here.


Spells and Equipment: Core, APG and Adventurer’s Armoury, but Ultimate Combat armour allowed (not in pieces) for characters from Eastern lands (like Tian Xia or other locations)
Feats: Core, APG, ARG, inner sea guide and other (with DM approval)

Rules:
A few ground rules because I’ve had bad experiences with party members arguing and going at each other’s throats over the split of treasure and so on so please read these rules before applying. If you complain later, don’t say I never stated them.

Treasure: This will be done as fair as possible with a system that I have found has worked flawlessly.
The sale value of items and combined value of coins gem's etc. comes to 3000 gold pieces.

Each player gets 500 gold to claim out of it.

Player X wants item Y, which costs 1,000 gold.

He takes the item, and everyone else gets 400 gold. He then 'owes' the additional 500 gold out of his next treasure share; simply put, he takes 500 less from the next share, without having to pay gold back in.

This means people can claim what they like and it works out balanced and fair to everyone. As long as loot keeps coming in it works.

Everything else are forum rules, don’t be a pain and argue out of character, so on and so forth, yadda, yadda. We’re all grownups so I think you know the rest.

Application: I don’t need to see numbers for a character, but I put my stock in backstory. This is not a “first come, first serve” deal so please take your time with a backstory and how it ties into your traits, race and everything. I want to know why your character came here, what they’re after and what is their reason for seeking the mysterious Irthir? Not to mention what this person can get them that they have been unable to obtain information about.


I've looked in all three Bestiaries, but for adding class levels to monster's section (page 297 in bestiary) they only have the core clases, but I can't find any reference to the APG. I have a few suggestions beneith.

My suggestion for roles:

Alchemist: Skill (like bard is skill, there is a focus on other abilities rarther than spells)

Cavalier: Combat (think it's obvious enough why it's combat)

Inquisitor: Combat (Like ranger more of a focus on combat and less on spells)

Oracle: Spell (As they are often quoted as being the divine caster equivilent to Sorcerers)

Summoner: Special? (This one is a hard one to fit in any of the roles)

Witch: Spell (Because there is a focus on spells and hexs with this class)

Any suggestions or arguments against my suggestions are welcomed. The main reason I ask if spoilers below, but it's because it has CoTCT spoilers. If you have a reply to the spoiler, it'd be best to be done in spoilers as to not spoil the plot or anything for others who might be reading this.

CoTCT Part 5 Spoilers:

Basically it's about a character who is quoted as merely being a Mummy Lord in an area with a Demilich.

In 3.5 (if you didn't know) a mummy lord is a mummy with 10 levels of cleric changing it from CR 5 to CR 15 as their rules were that any class added +1, which in pathfinder isn' the case. Mummy is under the role for combat and clerics are under the role for spells. This means adding 10 levels of cleric to the mummy will only make it a CR 11 which is 4 short of what's needed and to replace that with inqisitor levels if it's a combat role.

However I've just released whilst revisiting the AP, it says that Prelate Aruth is CR 11 anyway, however the room is meant to be a EL 15 encounter so I've no idea which is correct. Eitherway, I'd like to know what people's thoughts are for future brainstorming sessions.


I'm curious how many of you would be interested in an adventure path built for evil characters.

Never gotten the chance to play evil characters and I have heard how hard it is to run a evil campaign so one that was focused on the characters starting out as evil would definantly be very interesting and fun in my opinion.


I've not really posted her looking for answers as I've usually found them, but here I'm totally lost.

The set up is the bard has used antagonise to lure a boss towards him, however he doesn't realise the creature doesn't speak or understand common and he spoke in common.

The feat and skill intimidate do not mention that it has to be language based, however diplomacy it states is so I'm curious on the ruling you guys would go with and the reasoning behind it.


Master of Gaming and Grognardia

Over the months Old Korvosa has become quarantined and forgotten as the little island is left to iself. Many have become more open on their opinion of the queen and there have been incidents where they have been arrested by the Grey Maidens.

Everyone know the only legal way to depose the queen is the seneschal, Neolandus Kalepopolis however he has been missing ever since the death of Eroden and no one has yet heard of him resurfacing. Some are suggesting that he may have had something to do with the king's death, but he had nothing to gain besides being the one that intoduced Sabina Merrin to the king to get his portrait painted.

One night as you all sleep you are wrecked with a particular nightmare. You see Korvosa with lighting bolts firing down from the black and cloudy sky before a immensely sized blue dragon flies down from the sky, roaring and breathing out lines of lightning before landing on the castle, wrapping it's immense body and tail around the castle before letting out a roar and then leering at you, it's eyes baring into your soul.

You all wake up in a cold sweat and after heading downstairs learn of the queen making a public appearence. The first time since the botched execution of Sabina Merrin.


Master of Gaming and Grognardia

Welcome everyone to Part 3: Escape from Korvosa.

I will be posting up the IC thread in a sec, but I always post the OOC first as it's the easiest and fastest to post up.


Basically I want the PCs to witness the scene where Queen Ilosia has the crown of thorns and killed the Commandant, Endrin because I don't want to say "oh there was a major event where thousands of people turned up, but you somehow missed it" which is silly that the party would miss such an event, but at the same time I don't want them to be at the scene as the AP does explain there is a chance of the PCs getting over the heads by trying to attack her right then.

So I'm after suggestions. So far I have these:

1. Field Marshall Cressida Kroft is already suspecious of the Queen due to what's happened so far and has a bad feeling about this public appearence so she sends them a note, telling them to wait for her at the citadel.

2. Have them witness the event, but have the Shaman from part 1 emerge and then grab the party before dimensioning dooring out of the area to help them escape and to protect them.

I'm open to any other suggestions you might have.


The game is based on a 6 player build and I recently had to kick 2 players and another left before due to their unacceptable behaviour and flaming.

I am looking for 3 (possibly 2 if Lukan returns) and the current character classes are below:

1. Human Ranger

2. Half-elf Cleric of Cayden Caylean

3. Human Bard (Arcane Duelist

Here's more info:

1. download the free kingmaker player's guide to help with character creation and to tell you what it's all about.

2. Character creation I will only be judging backstory and the character's motivation. Do they merely want to tame the land or hope to get something else out of it?

Rules of creation:

15 point buy (i'd like to see roleplaying with any stat dumping, not stat dumping for the sake of stat dumping. Low charisma = either a ugly and/or shy character and so on with other stats.) also characters are still 1st level and I have a group xp so everyone will have the same xp. If they happen to level then I'll update telling you all.

Alignment: any non-evil

Classes: core, APG and UM (NO ultimate combat or any other sources)

Races: core races but others could be approved on a case-by-case basis dependent on background and the race.

Feats: Any within reason and if your character meets the prerequisits. Any feats from outside of the sources mentioned under classes will be discussed over.

Traits: 2 traits, one must be a campaign trait

Starting Gear: Anything within reason. Average starting cash for the class.

Notes: I'll be leaving this open for a week, however I will close sooner as I hope to have the replacements back at Oleg's to meet up with the group and then write out the other characters.

On a final note, no restriction on where your character comes from within reason and your traits too. As long as it's somewhat believeable that your character ended up in Restov and then getting the charter. There are suggestions that you could've arrived on a large trade caravan from Numeria or possibly arrives there on a pilgramige. You would've heard that the Stolen Lands are known to be riddled with bandits and the rulers are looking for people to take care of the bandit problem and secure a trading route for the Rostland.

(I'll add more details when you pass through, making it reasonable that you arrived and who you would've met at the trading post so that you are up to speed on current quests and ect.)

P.S. About posting, I perfer a minimum of once every 24 hours and will bot the character when in combat. Will require a update if you are going to be ill or somehow unable to post for a while. I won't automatically kick you unless some time passes as there is always the chance of a family emergency or something else, but if you are able to atleast say "hi guys, sorry can't reply for a while. Stuff is going down this side" then I'll understand and post for you until you get back on your feet.


Master of Gaming and Grognardia

You have all been presented with (or "inherited") a offical charter to go south and establish a strong trading post to the south. This is no surprise as you feel the swordlords have had enough of the bandit attacks from the south which makes trade with the River Kingdoms let along any other nation near the rivers anything but easy.

You have been supplied with a incomplete map of what has been revealed in the stolent lands so far. This map only has the road and the outpost you are heading to explored. The unexplored areas are for you all to map out and complete in your own time.

You all met up at a common agreed upon meeting point just outside the stolen lands before following the road down to the trading post owned by a man you only know as Oleg Leveton with his wife Svetlana which you have been informed in your interview when given the chart. Currently you are riding towards the outpost you can just barely make out in the distance.

Will try and improve on the map over time. DM AK who's the KM expert hasn't been on so havn't found much help with making the map and blacking out the areas you don't know about. For now, time to roleplay with each other.

Anyone with the appropriate knowledge check can make this to identify Sir Bronwyn Raslov's emblem on his armour in the spoiler below.

Knowledge Nobility DC 18:

This is the crest of a knight who surved under the Rogarvia family. Though the family dissappeared their working staff involving maids, guards and knights didn't. This was some time ago and the armour most likely belongs to a man of advanced years.


Master of Gaming and Grognardia

Congratz everyone, I'll post the main game thread momenterily. I saw a lot of potential for things to add into the campaign concerning your backstories.

The thread will be up momenterily, just have to take the dog out first.


The title says it all. It's based on DM Alex Kilcoyne's Kingmaker conversion for 6 players so i'm hoping to grab new people who don't have games by giving them a chance to have a game. However if there aren't enough people without games to fill the spaces then I'll take anyone. Anyway so here we go:

1. download the free kingmaker player's guide to help with character creation and to tell you what it's all about.

2. Character creation I will only be judging backstory and the character's motivation. Do they merely want to tame the land or hope to get something else out of it?

Rules of creation:

15 point buy (i'd like to see roleplaying with any stat dumping, not stat dumping for the sake of stat dumping. Low charisma = either a ugly and/or shy character and so on with other stats.)

Alignment: any non-evil

Classes: core, APG and UM (NO ultimate combat or any other sources)

Races: core races but others could be approved on a case-by-case basis dependent on background and the race.

Feats: Any within reason and if your character meets the prerequisits. Any feats from outside of the sources mentioned under classes will be discussed over.

Traits: 2 traits, one must be a campaign trait

Starting Gear: Anything within reason. Average starting cash for the class.

Notes: I'll be leaving this open for a week, however I will close sooner if there is plenty of interest.

On a final note, no restriction on where your character comes from within reason and your traits too. As long as it's somewhat believeable that your character ended up in Restov and then getting the charter. There are suggestions that you could've arrived on a large trade caravan from Numeria or possibly arrives there on a pilgramige. You would've heard that the Stolen Lands are known to be riddled with bandits and the rulers are looking for people to take care of the bandit problem and secure a trading route for the Rostland.

P.S. About posting, I perfer a minimum of once every 24 hours and will bot the character when in combat. Will require a update if you are going to be ill or somehow unable to post for a while.


I have a bit of issue with my DM on the subject of the bag of holding. The description says about how much can be held in a bag of holding, however the DM argues that it can't be opened wide enough to store large items and that the opening can only be opened about roughly 10".

There's nothing detailing how wide it can open but I do argue the description does mention if someone was inside that they suffocate after 2 minutes.

So I'm curious on how you would all rule it. Would you be able to carry a person or large item such as furnature or statues?


Now I have no problem with Heston Blumenthal and I infact liked his cooking show where he made strange things to cook like the Absinth Jelly or chimera and the many other wonderful things he makes on that show, which I can't remember the name of.

I was inspired when watching this show of making a dwarf ranger who was crazy enough to try and cook anything and everything he killed (barring humanoids as many would see that as cannibilism) in the hopes to one day set up an exotic resturant when he retires from hunting things down.

I'm after advice on how this dwarf ranger should be build such as acheytypes and ect.

20 point buy, 2 traits, 1st level, average starting cash.

Sorry if I've forgotten anything, that's all I can think up at the moment.

current build:

THALLIC SAUNDERSTONE CR 1/2
Male Dwarf Ranger 1
CN Medium Humanoid (Dwarf)
Init +3; Senses Darkvision (60 feet); Perception +6
--------------------
DEFENSE
--------------------
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +5, Ref +5, Will +2
Defensive Abilities Defensive Training
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Dwarven dorn-dergar +3 (1d10+3/20/x2) and
. . Greataxe +3 (1d12+3/20/x3)
Ranged Longbow +4 (1d8/20/x3)
Ranger Spells Known (CL 0, 3 melee touch, 4 ranged touch):
--------------------
STATISTICS
--------------------
Str 15, Dex 16, Con 17, Int 8, Wis 14, Cha 5
Base Atk +1; CMB +3; CMD 16
Feats Skill Focus: Profession: Cook
Traits Clearheaded, Ruthless
Skills Acrobatics +0, Climb -1, Escape Artist +0, Fly +0, Knowledge: Nature +3, Perception +6, Profession: Cook +9, Ride +0, Spellcraft +3, Stealth +4, Survival +6, Swim -1 Modifiers Craftsmanship
Languages Common, Dwarven
SQ Enemies: Animals (+2 bonus) (Ex), Hardy, Hatred, Slow and Steady, Stability, Stonecunning +2, Track +1, Wild Empathy -2 (Ex)
Combat Gear Longbow, Arrows, Flight (20), Hide, Dwarven dorn-dergar, Greataxe; Other Gear Backpack (empty), Crowbar, Money (3 Gold), Rations, trail (per day) (10), Waterskin
--------------------
TRACKED RESOURCES
--------------------
Arrows, Flight - 0/20
--------------------
SPECIAL ABILITIES
--------------------
Clearheaded You see through deception and lies. You gain a +1 trait bonus on opposed checks against the Bluff
and Disguise skills and a +1 trait bonus on saving throws
against illusion effects.
Craftsmanship +2 for Craft or Profession checks to create objects from metal or stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Ruthless You gain a +1 trait bonus on attack rolls to confirm critical hits.
Slow and Steady Your base speed is never modified by encumbrance.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Track +1 +1 to survival checks to track.
Wild Empathy -2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Created With Hero Lab® - try it for free at http://www.wolflair.com!

Also I'd be open to a more clever name like Heston Blumenthal altered into a annagram or something.


I'm curious if anyone has rules for bounty rewards.

Something like: CR x 100 gp x number of enemies (if in a group, say a group of bandits or evil cult)

Just a random representation as I have no idea how to work out a reward depending on how powerful the creature or NPC is in general. I'd like to see your houserules on bounty rewards or even your own crafted ones using rules you use.


I have sene the table with treasure for both basic and heroic NPCs, but I'm curious that if you add a template do you increase the value as if the NPC was a level higher or so on according ot the template or if instead ust use the treasure for CR instead?

Same for a creature with racial HD and has had PC levels added to it.


A player of mine has had his summoned giant ant (also augmented) to cause damage whilst maintaining a pin.

I know the guy in real life and I know that he knows the rules better than anyone, but I can't find anywhere in the rules on d20pfsrd where it says you can deal damage to maintain a grapple when pinning someone or something and the attack and damage adds the CMB to it.

For instance (player's character in CotCT AP):

Ant-

Curnach's summoned ant maintains the pin, biting the wererat with brutal ferocity before fading back to the realm it was summoned from.

1d20 + 11 ⇒ (20) + 11 = 31 CMB to damage with sting, crit threat...
1d20 + 11 ⇒ (19) + 11 = 30 CMB to damage with sting, crit confirmed...
2d6 + 12 ⇒ (4, 5) + 12 = 21 Critical hit damage

I'm just looking for a reference as I've been able to find one for adding CMB to damage to maintain a pin.


Atlanti, pureblood are a powerful race where they add +2 to all ability scores.

What I'm curious about is would you allow one if you allowed all core and other slightly powerful races like Tiefling, Aasimar, Tengu and ect?

I'm just asking about a balance issue not if you'd allow it due to them all supposidly being dead when Aroden fell.


As a collaborator of d20pfsrd I've been adding traps, haunts and various creatures to the site, but I have found a problem with the haunts.

These are pre-pathfinder haunts so instead of destruction info they have an effective HD instead so I'm uncertain what to put in place of effective HD to convert these haunts to current PF rules.

I have a few samples below for those who won't be effected by spoilers to have a look and tell me what you think:

spoilers for CotCT:

Allip Vortex CR 9
Notice Listen DC 25 (to hear the faint sounds of battle);
Effective HD 18
Effects
Trigger proximity (2 round onset delay); Reset automatic
(10 minutes)
Effect As the storm of allip-like spirits churn into an
overwhelming vortex, all creatures in this room must
make a DC 25 Will save to avoid suffering 2d6 points of
Wisdom damage.

spoilers for RotRL:

Gold-Eating Dwarf CR 8
Notice automatic; Effective HD 16
Effects
Trigger proximity; Reset automatic (24 hours)
Effect Silas’s words function as a mass
suggestion spell; anyone who hears him
must make a DC 19 Will save to resist the
compulsion to scoop up and eat a handful of
the arsenic-tainted dirt on the floor of the room. The haunt enhances
the already deadly effects of the arsenic in this case—anyone who eats
the stuff must make a DC 20 Fortitude save to avoid taking 2d6 points
of Constitution damage, and then 1 minute later must save a second
time to avoid taking another 2d6 points of Constitution damage. Silas
watches as anyone eats, and as the victim feels the poison flowing
through his system, the haunted character sees Silas suddenly shrink
in on himself, grow emaciated, and then fly apart in a red explosion of
bite-sized morsels of flesh and bone. An instant later, he is gone.

I just want some pointers on how to change these haunts and others so I can finish the conversions for these APs and they can be posted up. I know the obvious like changing listen and spot into perception but that's about it.


Master of Gaming and Grognardia

Ustalav, cursed with a history of tragedy and faded glory, the Immortal Principality of Ustalav clings to it's legendary past even as it struggles to forget centuries of horrors.

In the western end of this kingdom in a Palatinate called Canterwall is a small town called Ravengro with a population of only 311 people.

You all arrive in Ravengro upon receiving a letter from Kendra Lorrimor, daughter of the late Professor Petros Lorrimor informing you all being mentioned in his will which shall be read out after the funeral.

The locals treat you all with distrust, especially those of an unusual race, but you manage to get directions to the Restlands where a young 20-something woman is standing by the entrance with a closed casket. You notice her eyes are red and puffy, but she appears to remain brave in her dark, conservative clothing.

Kendra Lorrimor

She approches you all with a look of sadness, curiosity and relief.
"I'm so glad you all made it. I'm Kendra Lorrimor, the Professor's daughter. You are all the only ones to arrive to pay respects and with
things the way they are in town these days, very few folks from Ravengro have come out for the funeral as well."
she stands there, managing to keep up a strong face. "I need to get my father to a spot I picked for him to be buried. Father Grimburrow and the gravediggers will be waiting for us." she adds sadly, not wanting to come off as ungreatful as she is glad for you all to arrive, but she will need the group to carry her father for her.

The coffin needs 4 people to carry it. There's enough for 6, but it is tradition for Kendra to walk in front and lead the group to the burial spot. There's no strength Prereqisit, but if one of you let's go, there's a good chance you'll drop the casket.

Others begin to show up, two men dressed in fine clothing and looking as if they are men or some importance along with another who is wearing the best dark clothing he could find, followed by a thirteen year old boy and finally a young woman with a strong smell of herbs around her and a small mess on her dress. She apologises to Kendra, stating that she was working on something at her shop and would've been here earlier if the Sherrif didn't disturb her.


Master of Gaming and Grognardia

Here's the OOC for my Carrion Crown PBP. If you need anything urgently here's my email/MSN: overfiend_87@msn.com


Master of Gaming and Grognardia

Here's the OOC for my Carrion Crown PBP. If you need anything urgently here's my email/MSN: overfiend_87@msn.com


Master of Gaming and Grognardia

Here's the OOC for my Carrion Crown PBP. If you need anything urgently here's my email/MSN: overfiend_87@msn.com


First of all this is not a "first come, first serve" deal. I'm going to wait a week then start up with enough people. I will judge on your backstory such as how your character met the professor (must be related to the campaign trait) along with what they're own backstory and history is.

Starting level: 1st level

Group size: I'm aiming for the average 4, maybe 5 if pushed, however 2 spaces are already held for Deevor and Smerg.

Feats: Core, but depending on how the feat fits with your character I'll allow it as long as I know the other source it's from.

Traits: Traits are allowed. 2 Traits but one must be from the player's handbook of Carrion Crown AP.

Races: All core races plus Aasimar, Changling, Dhampire, Orc, Tengu and Tiefling are allowed.

20 point buy

Experience and starting cash will be the average.

Classes: I'm allowing all core classes and those from APG.

Just so you know, the time zone I'm in is BST also known as GMT +0 hour and I stay up late anyway.

Carrion Crown Player's Guide

I'm aiming to have people who will be able to post atleast once a day, but I will understand if events get in the way like family matters or something. After all, most of us have lives outside in the real world. I aim for 24 hours after my post then I'll DMPC you're character, assuming you are busy or have a family matter to attend to or somehting else.

Stats for Changling

Here's also a place to check out the other non-standard races

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