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vagrant-poet's page

Pathfinder Society Member. 2,375 posts (5,334 including aliases). No reviews. 1 list. 1 wishlist. 2 Pathfinder Society characters. 18 aliases.


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(Male Irish Physicist 2/Student 8)

I am doing physcis. Got my undergraduate degree in theoretical physics, I'm now doing a masters, learning a few different subjects with focus on Quantum field theory and General relativity. A strange but fun pairing.

(Male Irish Physicist 2/Student 8)

Hey guys. Had an intense week starting my masters. Only just getting back online now. I'll go catch up.


Hello!

For anyone interested a new gaming store is opening in Maynooth, which is esaily accessed by train from Connolly station or on the 67 and 66 Dublin bus routes.

This new store which is called Gamer's Hub is opening within the next week and will be hosting all sorts of gaming, including Pathfinder Society games.

http://www.facebook.com/home.php?ref=home#!/pages/Gamers-Hub/17787940895635 9]Gamer's Hub Facebook

Please feel free to contact me at: pfsmaynooth@gmail.com

(Male Irish Physicist 2/Student 8)

For GM:
S&%!. I'll not lie, I forgot this game. I dropped offline for a week during a busy period and never got back to it. I'll try and read back up on it and catch up, but you might be faster and better served to find a replacement. I'm very sorry. Let me know which way you'd like to go.

(Male Irish Physicist 2/Student 8)

Hey gang! I graduated from college this week, and it got hectic and frankly quite drunken there.

Tandlara is definately gung-ho for spymaster.

Also heya Meowzebub, glad to have Zander back in action. What way do you want to play Tandlara/Zanders relationship? Where would you like it to go?

So Interim Government:
Ruler Berrin (+1)
Councillor Svetlana (+2)
General Alexius (+3) (If he's interested, I love Akiros as a character, but I can't just trust him yet. We may find somewhere for him after the year.)
Grand Diplomat Kesten (+2)
High Priest Verik (+4)
Magister Jhod (+2)
Marshall Corwin (+4)
Royal Assassin/High Inquisitor Taisper (+1)
Spymaster Tandlara (+4)
Treasurer Oleg (+2)
Warden Zander (+4)

AND Newhaven Government:
Ruler Jemini (+5)
Councillor Svetlana (+2)*
General Berrin (+4)
Grand Diplomat Kesten (+2)*
High Priest Verik (+4)
Magister Jhod (+2)*
Marshall Corwin (+4)
Royal Assassin/High Inquisitor Taisper (+1)
Spymaster Tandlara (+4)
Treasurer Oleg (+2)*
Warden Zander (+4)

Can be replaced in the long-term if other new figures appear. Though especially int he case of Oleg and Svetlana, I'm all for buying them headbands and hoping the level up a bit over time.


I would like to cancel my subscription to the hardcover rulebook line please, while maintaining my subscription to the adventure path line.

Thanks.


Seeing as it seems to still be the active FAQ though, can your run PFS scenarios over PBP officially? Or must they always be in person, for signage, etc.


I'd be interested in taking the Reincarnated Druid archetype, as Ravik plans to hunt Inzeldren across lifetimes if needs be, death will not halt his revenge.

Stat block in the making.


Actually. I can't help but apply. I adore the Darklands!

I'd like to play a Druid Dragon Slayer.

Backstory
Ravik was born in a carvan, and spent most of his young life among his parents, grandparents and the other travellers in their Varisian caravan, he saw much of Varisia as they travelled for his first ten years of life, it was however tragically cut short when a mighty green dragon decided to waylay the caravan as they passed through woodland near Harenshire.

The dragons breath made short work of the poorly armed travellers, melting the boys guardians and friends as he watched horrified from beneath the wagon in a cubby hole he often played hide-and-seek in. He saw his grandmother biten in half and was left alone, and scarred, broken, the boy walked into the forest, hopeless, aimless and sure to be consumed by some predator or wild beast.

Ten years later a wiry, figure left the forest, clad in crude hides and bearing an ill-made staff, he approached villagers and learned how to speak again. Years have passed and the man has relearned the easy charm of his Varisian youth, but he is still touched by strange forces and possesses a tie to nature not understood by the local people. Morever, he has a feverish desire to see the downfall of dragonkind, especially the mighty green wyrm Inzeldren. He knows that he has much to learn before he can get that far however, and is seeking to gain power and adventure to hone his skills.


Kolokotroni wrote:
vagrant-poet wrote:

CR appropriate challenges.

The PCs get them nicely handed to them, kolkotroni makes great points, but this is one that no-one else mentioned.

That general leads his army of level 1 warriors against an army of level 1 warriors, sure he could go kill a few, but he won't get much benefit out of it, and he's more useful leading the battle from the command tents and using his experience and expertise to win the battle, and maybe the war.

Same is true for many examples, NPCs that grow, don't always face a linear increase in challenges like PCs. I'd certainly stop granting experience, or lessen it dramatically for facing the same easy challenges alot. After the highway man has robbed his 20th foppish courtier, he's not really learning anything new.

In fact most sane people go out of their way to when they have encounters, make the CR very VERY low. The highway robber? He has 10 buddies help him ambush the 1st level commoner merchants. That drops the relative cr to nothing. Why? He doesnt want to risk death? The crimelord brings 20 guys to challenge his rival and probably does very little fighting himself. Real people avoid 'fair fights' as best as they are able, because that means a very real risk of death. Most people dont like risking death, and thus get very little XP over the course of their lives. The PC's brave literally psychotic levels of danger on a daily basis.

Another fantastic thoguht. He didn't get to be the general by aking sure his forces were close in power to his foes, he got there by winning.


CR appropriate challenges.

The PCs get them nicely handed to them, kolkotroni makes great points, but this is one that no-one else mentioned.

That general leads his army of level 1 warriors against an army of level 1 warriors, sure he could go kill a few, but he won't get much benefit out of it, and he's more useful leading the battle from the command tents and using his experience and expertise to win the battle, and maybe the war.

Same is true for many examples, NPCs that grow, don't always face a linear increase in challenges like PCs. I'd certainly stop granting experience, or lessen it dramatically for facing the same easy challenges alot. After the highway man has robbed his 20th foppish courtier, he's not really learning anything new.


I see all of the stats as being composites of largeyl related things.

Stength is a mix of size and muscle mass, if you use the wounds/vigor subsystem, Str is actually a more sensible statistic to base your wounds on, its how big and strong your body is.

Dexterity is fine motor control, reflexes and coordination. Little to be discussed.

Constitution is your fitness and health. This is why a wiry little rogue can have 14 Con. It represents stamina, and physical tenacity, not muscles or size, etc.

Intelligence as comprehension is actually a good description, its a very specific type of intelligence, though Iq is an okay measure (not of human intelligence but of what D&D Int is trying to measure.)

Wisdom is your awareness both of self and enviroment, being more aware of yourself lets you feel changes to your mind, and fight them (Will saves), it lets you spot things in your enviroment or changes in anothers facial expressions (Perception, Sense Motive), it lets you understand and use your gods powers, it lets you recognise a situation for what it is and apply common sense. It comes off as disciple, vigilance, common sense, but at its heart its a measure of awareness, thus the low int absentminded character. They know how to feed themselves, but sometimes fail to notice that need to, etc.

Charisma is influence, strength of personality, your raw persona. Well described above.


Skill points from classes are effort and time.

While the fighter is learning to hit things hard, the rogue spends time learning skills. If the int 12 fighter spent his time learning skills (took a level of rogue) he'd learn far more skills than the int 3 rogue, because he has higher comprehension. However he spends his time learning to hit things well. This doesn't seem to be a problem or corner case to me.

(Male Irish Physicist 2/Student 8)

Luca shuffles in behind Alejandro, his head still bowed, eyes wide, and his body language similar to that of a frightened deer.

'Yessir, I am tha'. Dagnar sir, I bin servin' for Master Endrin. Yessir.'

Luca stays still a stride behind Alejandro and to his right. Don't mess this up Endrin! You'd best be as good a liar as you were a soldier, because we're in a war of propoganda and misdirection now. To think you avoided such noble pursuits for so long to engage in them from the outside. Your still playing the game now old friend. So don't get yourself killed, and more importantly, Luca glances up at the Hellknight leader, Don't get me killed. I like my skin attached.


Is anyone concerned over the feat from Ultimate Combat Clustered Shots?

It effectively lets Archers bypass DR from 6th level. And its not like archery needed help, its already hands down the best way to do damage.

I wouldn't have any problem with this feat if the prerequisites weren't so stunningly easy while the power is fantastic. This should be a high level feat, if one at all.

(Male Irish Physicist 2/Student 8)

Akiros is also pretty mental too. I'm going to focus on him, the Stag Lord being basically immune to my spells. I'll evil eye, then blind him. You guys keep pouring damage into the boss! We've got him down to 70!


Thank you! I didn't realise they had been updated!


The blog post about upcoming changes to Pathfinder Society back before Gen Con mentioned that we would be getting new, revised pre-gens.

Is there any estimate on when that will be happening? Even the level 1 versions?

My freind is opening a game store, and I've offered to run PFS there, but I'd like to have the pre-gens so that I can run 3-player games, etc.

Cheers in advance!


I have some stupid questions to ask, and I can't for some reason find answers for them with the search function, despite them being very simple. I'd really appreciate if I can get a reply here.

When playing with a party of five or six players, do you alter the max gold to account for the fact that your dividing it among more people?
Say the scenarios max gold is 300gp, on the normal track, and I have six players. Should I change the max gold to 200gp? I assume you divide allt he treasure earned throughout by six, not four when dealing with this many players, which changes how much gold you earn.


All cool ideas. But very expensive, most people aren't going to pay for them when you can do it the old fashioned way for much cheaper.

Also lightning bolt won't work to provide electricity for things like the railgun. It'd probably just melt the silver.


Download a DPR calculator and do up three human fighter builds.

The disparities are quite large. And its all down to Str scores.

My fix was to let double slice also let you get full power attack on your offhand, thus patching double slice and all TWF. Another problem exasperated in fighters is that your way better off using all of one type of weapon, which really hurts S&B.

Another fix is to limit the highest starting score to 17. This slows THF and wizards and kin down a little bit, and evens the palying field.

EDIT: I can post up some numbers, but TWFs usually do 70-85% of the damage as is, and this gets worse as you approach level 10.


I think most people here agree that the ninja is a slightly better fighter than the rogue. Is this just due to ninja talents though?

I was more wary of the ki pool granting an attack. Rogues/ninjas really benefit from an extra attack, a two weapon fighting ninja can get serious amount of sneak attacking attacks off in a full routine. Is this not as good as I think? Because everyone seems to be arguing about ninja tricks, but as far as combat ones go, they are few enough to pick up with the rogue talent. The only thing that bugs me is giving them a ki pool. I'd much rather they get grit, or trick points or something, thats just a flavor thing though.


AWESOME!!!

I hope some of those cavalier archetypes have options for non-mount companions, or alternatives to having a companion at all.


That's awesome, thank you!


What does apatika mean?

Also, does atmabara work? I queit like the sound of it, and thats almost enough to make me happy. Its supposed to be 'big soul' more or less. Though I'm not hugely worried about direct translations, a more accurate translation, or a word for someone who is destined for greatness would be awesome if you know them.


Sorry, its mostly just Hindi words bent and put together. Yaksha feels wrong to me to, but I left it as a stopgap, because as far as I'm aware none of my players are into Indian mythology.

Kadeva and Devata I like. I was thinking of just having Devata be at 17th level, and have the 20th level powers just be further advancement within the status of Devata. To lessen the number of terms and names to be remembered.


@idwraith: I'm not really that interested in Exalted. Also this doesn't do anything not in the game already, except let you grant spells to followers. It just gives you flavour specific spell-like abilities as you level up, to replace many of the items you can't buy because your WBL is halved. These changes are all quite simple, if a bit sweeping. I'm not looking for suggestions of other games. I'm looking for mistakes in the text, or ideas to make it slicker or easier to use. I'm looking for opinions on how, if at all this will change higher level play, etc.
You're already pretty godlike at high levels, and this just moves around wealth and builds it into the character so that boring bifg six items are removed, and the character is a force all of their own. Its also intended to favor melee classes, making losing gear less detrimental to those classes, and giving them some spells of their own at the highest of levels. I'm happy to continue discussion, but these are supposed to be a few changes to bring the power level assumptions down across the board, without much changing the actual power. This means your a mythic hero who can face down squads of giants and dragons beyond thirteented level. And a demigod who can fight balors and pit fiends at around 17th. Which is already how the game works. Whew... Mouthful...

@Drejk: It isn't! It should be once per day per spell level! Thank you for spotting that.


I've always thoguht that the high levels were the levels of demigods, but the flavour of the world doesn't really back that up despite your insane powers, and I have little interest in going beyond level 20 when I think your pretty epic at the upper echelons of what's available already. I know this thought process isn't for everyone, but I always see you as being super heros above level 6, and stupendously powerful above 13. Also, the distinctions system isn't worth half your WBL by this high level. So I added the following rules which really add alot of flavor and versatility, but are very strange and likely easily breakable.

Atma Powers
Atmabara: At 7th level a character becomes an atmabara, which roughly translates as mighty soulled one, they are constantly under the effects of endure elements at a caster level equal to their level - 4. The character gains a +1 deflection bonus to AC. In addition only a character with 7 or more HD like an atmabara can be affected by the spells raise dead and resurrection once ever. Finally an atmabara ages more slowly than other men, they take half as long again to reach age brackets such as middle age and old age, though they retain any aging penalties and benefits they have already gained. This also affects their maximum age, which is half again as much as it would have been.

Kadeva: At 13th level a character becomes a kadeva, which roughly translates as budding god, they gain fly as a spell-like ability a number of times per day equal to their charisma modifier (minimum 1) at a caster level equal to their level - 4. The character gains a +1 deflection bonus to AC. In addition they may be raised from the dead a second time, gain the timeless body special quality and their maximum age is twice what it would have been otherwise. In addition a kadeva gains the Leadership feat for free, or if they already had that feat gain a +4 bonus to their leadership score. A kadeva who did not gain this +4 bonus may, at later levels, give up a feat they would have gained to gain a +4 bonus to his or her leadership score. They can only gain this once. Finally the Kadeva must choose a domain or subdomain. They gain the special abilities granted by that domain. Cleric kadeva instead gain the ability to cast domain spells of third or lower levels quickened without increasing the spell level or needing the feat.

Yaksha: At 17th level a character becomes a yaksha, which roughly translates as almighty spirit, they no longer need to sleep and eat, though they may do so. In addition they may be raised from the dead up to three times. A yaksha gains all of the benefit of a lesser persons rest from 2 hours of sleep, allowing a spellcaster to prepare spells, and the character to regain health. The character also gains the ability to use plane shift as a spell-like ability once per week at a caster level equal to his level - 4.
Finally and most importantly a yaksha gains more power over their domain, they may grant it to clerics who worship them. The yaksha gains the first six domain spells granted by their domain as a spell-like ability once per day at a caster level equal to their level - 4. The character must choose a favored weapon (one they are proficient with) to grant followers.

Devata: At 20th level a character becomes a devata, which roughly translates as blossoming god, they will never die of old age, and may be raised from the dead up to four times. The character gains a +1 deflection bonus to AC. In addition they choose another domain and gain all of the powers and spells of that domain in a similar way to their first. They may grant both domains to clerics and gain the ability to cast the seventh level spells granted by their domains. The caster level of all of their granted atma powers and abilities increases to their level - 2.

Finally:

A few smaller changes.

Bonuses: Training bonuses do not stack with enhancement bonuses.
Enhancement bonuses to attribute scores cannot bring those scores above 20.

Classes: No class grants the timeless body special quality.
Add the fractional bonuses from base attack bonus and base save increases before rounding down; i.e. a cleric 1/rogue 1 has 0.75 BAB from both classes, giving a 1.5 which rounds down to a total BAB of 1.

Feats: Agile Maneuvers is no longer a feat.
Combat Expertise is no longer a prerequisite for any feat.
Dervish Dance is replaced by Masterful Fencing; This feat works identically to Dervish Dance but instead of working with scimitars only, you choose one weapon with which you are proficient and may use weapon finesse with or is the scimitar. This feat may then be applied only while wielding the chosen weapon. It may be taken again, but applied a new type of weapon each time.
Double Strike now also grants the full bonus from power attack to the off-hand weapons’ attack.
Improved Unarmed Strike is no longer a prerequisite for Improved Grapple.
Power Attack is no longer a prerequisite for Improved Bull-Rush or Improved Overrun.
Weapon Finesse now grants all the advantages of Agile Maneuvers.

Hero Points:
The PCs are exceptional and may earn and spend hero points. These follow all of the rules for hero points found in the Advanced Player’s Guide with one exception. Cheat Death costs only one hero point and instead of its usual effect doubles the constitution score at which the character will die for one minute.

Spells:
Detect alignment spells allow a will save to resist them. Creatures with an alignment subtype may not make this save.
Reincarnate is no longer available as a spell. Raise dead and resurrection can only affect creature of 7-12 HD once ever. They can only affect creatures of 13-16 HD twice ever. They can only affect creatures of 17-19 HD three times ever. They can affect creatures of 20 or more HD four times ever. True resurrection
is not bound by these limits. Creatures under 7 HD cannot be raised by raise dead or resurrection.
The level of spell casting available in settlements is 0.66 what it normally is, rounded down, but the level of wealth and purchase limits for items is as standard.

So, any thoughts and comments are welcome. Also, thank you for reading a huge mess of stuff!


Okay, so I decided to run a high level game (17th level to start). I'm well aware that alot of high level problems come when you skip to them, rather than earn it, so put that aside.

I wanted to run the game with a score of rules changes I've added, but I think I need some feedback on them first, for balance issues, etc.

Firstly I'm going to be using an expanded point but system instead of people getting an attribute increase every 4 levels. You can spend the points gained only when levelling up (or you can save them up to buy a more expensive score between a few levels), and pay the difference in the cost of two attributes to increase a score, e.g. going from a 17 Str to and 18 Str costs 4 points. Note: No character can start with an attribute score of higher than 17, and all initial points gained at first level must be spent.

Expanded Costs:

Att. Cost
19 ... 21
20 ... 26
21 ... 31
22 ... 37
23 ... 43
24 ... 50
25 ... 57
26 ... 65
27 ... 73
28 ... 82
29 ... 91
30 ... 101

You gain additional points at the following rate:
Lvl. Points
2 ..... 1
3 ..... 1
4 ..... 2
5 ..... 2
6 ..... 2
7 ..... 2
8 ..... 2
9 ..... 3
10 ... 3
11 ... 3
12 ... 3
13 ... 3
14 ... 4
15 ... 4
16 ... 4
17 ... 4
18 ... 4
19 ... 6
20 ... 8

This isn't my subsysytem in truth, just my take on the expanded point buy system that appeared on the boards here a while ago.

My next subsystem is a system which also appeared in the boards, that I then tailored and altered for my own use. The Heroic Distinctions system. Basically, you only gain half of typical wealth per level, and there are the following limitations on magic items.

Magic Item Limitations/Alterations:

The following magic items are no longer available.
  • +x weapons and armor
  • Cloaks of resistance
  • Rings of protection
  • Amulet’s of natural armor
  • Any item that grants an enchancment bonus to attribute scores.

    Imbued: A masterwork weapon or armor can be imbued for 500 gp. An imbued weapon beats DR/magic and the imbued items hardness and hit points are doubled.
    Special Weapon and Armor Qualities: These can be added to weapons as normal, though a +1 bonus is added to the total for every quality when determining how much it costs in addition to the standard weapon. Only imbued weapons and armor can gain these special qualities. E.g. a holy flaming longsword costs 50,815gp.

  • At 3rd level and every level therafter a character may take a heroic distinction which they qualify for. (NPCs take distinctions only at odd levels.) Not that most distinctions increase automatically at levels 10 and 15. These increases stack with purchased increases, so that a character can have a +5 armor bonus from distinctions, etc.

    This is the list of Heroic Distinctions.

    Aggressive
    A character can select the heroic distinction aggressive for one type of weapon, e.g. longsword. The character receives a +1 training bonus to attack and damage rolls with that weapon. They also gain half of this bonus to other types of weapons.
    At tenth level this bonus increases by +1. At fifteenth level this increases by a further +1.
    Ferocious: A character of at least 7th level, who already has the aggressive distinction, may take the ferocious distinction, which increases the bonus granted by aggressive by +1. This stacks with any bonuses gained automatically as the character levels up.
    Destructive: A character of at least 13th level, who already has the ferocious distinction, may take the destructive distinction, which increases the bonus granted by ferocious by +1. This stacks with any bonuses gained automatically as the character levels up.

    Defensive
    A character can select the heroic distinction Defensive and receives a +1 training bonus to the effective armor bonus of any armor or bracer and shield worn.
    At tenth level this bonus increases by +1. At fifteenth level this increases by a further +1.
    Guarded: A character of at least 6th level, who already has the defensive distinction, may take the guarded distinction, which increases the bonus granted by defensive by +1. This stacks with any bonuses gained automatically as the character levels up.
    Untouchable: A character of at least 12th level, who already has the guarded distinction, may take the untouchable distinction, which increases the bonus granted by guarded by +1. This stacks with any bonuses gained automatically as the character levels up.

    Hardened
    A character of at least 6th level can select the heroic distinction Hardened and receives a +1 enhancement bonus to his natural armor.
    At tenth level this bonus increases by +1. At fifteenth level this increases by a further +1.
    Grizzled: A character of at least 8th level, who already has the hardened distinction, may take the grizzled distinction, which increases the bonus granted by hardened by +1. This stacks with any bonuses gained automatically as the character levels up.
    Iron-skinned: A character of at least 14th level, who already has the grizzled distinction, may take the iron-skinned distinction, which increases the bonus granted by grizzled by +1. This stacks with any bonuses gained automatically as the character levels up.

    Heroic
    A character of at least 5th level can select the heroic distinction Hero and gains an additional 8 points to spend on their attribute scores.
    Legendary: A character of at least 10th level who already has the heroic distinction may take the legendary distinction. The character gains an additional 8 points to spend on their attribute scores.
    Mythic: A character of at least 15th level who already has the legendary distinction may take the mythic distinction. The character gains an additional 8 points to spend on their attribute scores.

    Lucky
    A character can select the heroic distinction Lucky and receives a +1 luck bonus to all of his saves. At tenth level this bonus increases by +1. At fifteenth level this increases by a further +1.
    Blessed: A character of at least 7th level, who already has the lucky distinction, may take the blessed distinction, which increases the bonus granted by lucky by +1. This stacks with any bonuses gained automatically as the character levels up.
    Exalted: A character of at least 13th level, who already has the blessed distinction, may take the exalted distinction, which increases the bonus granted by blessed by +1. This stacks with any bonuses gained automatically as the character levels up.

    Savant
    A character can select the heroic distinction savant and receives the ability to recover a first level spell slot as a standard action. In addition the character gains a +3 bonus to Spellcraft checks. A prepared caster regains a prepared slot, while a spontaneous caster regains an unspent slot. As the character gains new levels of this distinction, they also retain all of the previous bonuses.
    At tenth level this distinction grants a spell of one level higher. At fifteenth level this distinction grants a spell of one further level higher.
    Enlightened: A character of at least 7th level, who already has the savant distinction, may take the enlightened distinction, which increases the spell level of the ability granted by savant by one. This stacks with any bonuses gained automatically as the character levels up.
    Master Sage: A character of at least 13th level, who already has the enlightened distinction, may take the master sage distinction, which increases the spell level of the ability granted by enlightened by one. This stacks with any bonuses gained automatically as the character levels up.

    Warded
    A character of at least 8th level can select the heroic distinction warded and receives a +1 deflection bonus to his armor class.
    At tenth level this bonus increases by +1. At fifteenth level this increases by a further +1.
    Protected: A character of at least 13th level, who already has the warded distinction, may take the protected distinction, which increases the bonus granted by warded by +1. This stacks with any bonuses gained automatically as the character levels up.
    Invincible: A character of at least 17th level, who already has the protected distinction, may take the invincible distinction, which increases the bonus granted by protected by +1. This stacks with any bonuses gained automatically as the character levels up.

    (Male Irish Physicist 2/Student 8)

    Hey guys! I'm away for the next few days and won't be able to post! I'll catch up on thursday!

    I'm filming with a friend of mine, filling in some body space, etc. Have a good week!


    Name: Lucadeno Jeggare aka Luca the Gull aka Indrio Brusar
    Race: Human (Chelaxian)
    Gender: Male
    Age: 24
    Class: Oracle (Veils)
    Alignment: LN
    Projected Build: Straight oracle, a mixture of combat and spells, and lots of shapechanging and trickery magic at later levels.
    Combat Role: Secondary combatant, healer.
    Personality: Courteous, or Gregarious, or Fanatical.
    Primary Deity: Sivannah, Erastil and Abadar.
    Concept: Crippled informant and noble son.

    (Male Irish Physicist 2/Student 8)

    It looks awesome!!! The dragon trailers are class!!!

    Ah, Tandlara maybe doesn't understand the joke too well! Its like shes a really cliched awkward kid in an 80s movie who gets in on the joke with the cool kids but takes it way too far and freaks everyone out!

    I'd so wanted to have that indimidate work! Great stuff with Berrin and Corwin.

    (Male Irish Physicist 2/Student 8)

    Gah! locked in! I'm terrified in real life too!


    I wrote this for Luca, please tell me if its okay, and if I'd be able to take it.

    Mystery (Veils):

    Veils
    Deities: Calistria, Sivannah, Norgorber.
    Class Skills: An oracle with the veils mystery adds Bluff, Disguise, Sleight of Hand and Stealth to her list of class skills.
    Bonus Spells: disguise self (2nd), disguise other (4th), beast shape I (6th), beast shape II (8th), polymorph (10th), veil (12th), greater polymorph (14th), screen (16th), shapechange (18th).
    Revelations: An oracle with the veils mystery can choose from any of the following revelations.
    Assumption (Su): You gain the ability take over another persona entirely, making it your own. As a full-round action, you can touch a helpless creature and shift your aura to that of the target. This confuses divination effects and spells, even ones as powerful as discern location, such that they register you as being the creature you have touched. This ability is not proof against the actions of deities or similarly powerful beings. The assumption of an identity lasts until you end it (a standard action) or use the ability on another creature. You must be at least 15th level before selecting this revelation.
    Bridge of Veils (Su): You summon an near transparent, glowing bridge. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a bridge of veils a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.
    Lengthened Veil (Su): Whenever you are using a spell of the polymorph subschool it is doubled in duration as if affected by Extend metamagic. This does not increase the level of the spell, but these spells cannot be further extended. You must be at least 11th level to choose this revelation.
    Many Forms (Su): As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small or Medium magical beast, as beast shape III. At 15th level, you can assume a variety of forms, as greater polymorph. You can use this ability for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.
    Sidestep Secret (Su): Your innate ability to change how the universe appears, and see things as others cannot has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity.
    Sight Unseen (Su): You have the ability to fade from side, bending light and the visions of men around you. You may become invisible as the spell invisibility for a number of minutes per day equal to you oracle level as a standard action. You need not use all of your minutes in one go, but you must use them in one minute increments. You must be at least 7th level to take this revelation.
    Superficial Knowledge (Ex): You give the appearance of knowing more than she actually does. You can make untrained Knowledge and Profession checks pertaining to your cover or assumed identity as if you were trained and gains a bonus equal to half your level on these checks. For example, an oracle masquerading as a noblewoman can make untrained Knowledge (history) checks about the kingdom and Knowledge (nobility) checks about its noble and royal families as if she were trained, but she cannot make untrained Knowledge (nature) skill checks to identify herbs.
    Spirit Walk (Su): As a standard action, you can become incorporeal and invisible. While in this form, you can move in any direction and through any object (except for those made of force). You can take no action other than to move while in this form. You remain in this form for a number of rounds equal to your oracle level, but you can end this effect prematurely with a standard action. You can use this ability once per day at 11th level, and twice per day at 15th level. You must be at least 11th level to select this revelation.
    Unreadable Soul (Su): You are not easily read by spells that seek to ascertain your alignment. Any such spell that affects you has a 50% chance to give not detect your alignment. At 9th level you are permanently under the effects of the undetectable alignment spell. At 15th level whenever anyone tries to detect or otherwise ascertain your alignment you are aware and may choose what alignment you detect as.
    Unveiled Eyes (Su): You can see through the veils and lies of others. This ability functions like see invisibility. At 11th level this ability functions like true seeing. At 15th level you can grant a minutes use of this ability to another creature with a touch by expending two minutes of your minutes per day. You can use this ability for a number of minutes per day equal to your oracle level, but these minutes do not need to be consecutive. You must be at least 7th level to select this revelation.
    Final Revelation: Upon reaching 20th level you are a master of veils. You are under a permanent mind blank effect and can cast invisibility and disguise self at will. Your illusion and polymorph spells have a +5 to the DC to dispel or identify them and you gain a +10 bonus on Will saves to resist divination spells.

    Re-jigging.

    Name: Lucadeno Jeggare
    Race: Human (Chelaxian)
    Class: Oracle of Veils (or Dark Tapestry/Lore/Time if not suitable)
    Alignment: LN
    Stat Block: Str 14, Dex 10, Con 14, Int 13, Wis 12, Cha 17 (15+2)

    Luca is the third son, and fourth child of the lord of House Jeggare. His eldest brother is a serious man, who likes Lucadeno well, the second child, his sister was always his favourite sibling, and the middle brother is a strong warrior, a knight bearing the Jeggare name with pride. Luca's claims in House Jeggare have always been meager, and his father's eternal dissapproval and faint dislike for his youngest son have earned him no favors or honors within his House.

    When Luca was young he was a quick-footed atheltic boy, you sought to follow his brothers footsteps and become a great warrior one day. A an accident when riding one day ended that hope, the boy was rendered bedbound and crippled. He lay in bed wishing he were someone else, and something whispered back, granting him strange powers he did not entirely understand. Still, he recovered over time, left only with a bad left leg, able to support his weight but slow and stiff.

    Luca is first and foremost a Jeggare, family is everything to him, and he works hard to keep his name unsullied, and House proud and strong. With a brother to fight, and a second to run the docks and count ledgers, crippled Luca, with his strange gift, has set himself to finding a different way to contribute to his house. He learned to watch and listen when he could not walk or run. He learned to hear the smallfolk and servants talk as he lay abed, and learned to see them when other highborn lords didn't notice. As he has grown into his powers and adulthood he has learned when to blend in and when to stand out. Luca learned mostly to find out things for his older brother, and heir to the house, who had always loved him far more than his father had. Luca became the eyes and ears of Jeggare, and fell in with the House's butler, who also served as his lord's spymaster and Master of Information.

    Luca has grown tall and thin, with a shock of curled auburn hair and a vaguely elven frame reminiscent of their distant 'uncle', the famed Varian. He walks with an exagerrated limp and carries a cane, for it is well known that Lucadeno Jeggare cannot walk without its aid and he works hard to maintain that lie. More than all that though, he has learned the art of wearing faces, be it that of clean-shaven, crippled and courteous Lord Lucadeno Jeggare, or rough and tumble beggar informant Luca the Gull, or his newest primary guise. Indio Brusar, initiate of Asmodeus.

    His latest persona was crafted with a specific task in mind. The politics of Korvosa are treacherous, and Luca's sister has been struck with curse that leaves her catatonic and abed, all of the families fortune unable to purchase a cure to her curse. Luca has his suspicions about the culprits, prime among them the Arkonas, and he has begun to deal with all sorts of uncouth and criminal scum, beleiving the Arkonas have some link to the criminal underworld of the city. He seeks the truth of the attack on his sister. He seeks vengenace. But he also seeks a cure, and is working to earn the trust of the church so that he may contact a powerful devil and make a pact to return her to health and unveil his enemies.

    Luca the Gull is involved with many criminal endeavours, but increasingly with seditionist elements. He seeks to oppose the regime, and its oppressions. For oppresion is bad for trade, and no-one benefits more from trade and equality more similar to the Magnimaran model than the wealthy merchantile Jeggares. House first, an old creed that Luca takes seriously in all things.

    Questions

    Luca the Gull would fall in with revolutionists. Luca considers his noble face his true one, but he wears so many, and has so many goals and concerns that he's starting to have trouble remembering what it means to have a true self. He loves his family too much to abandon his noble face, but in truth he feels more comfortable and honest as the Gull. The lies he practises on the streets are honed for the balls and regalas, and he finds the nobility increasingly cruel and stifling.


    Keep my character if you decide you need a sixth. I hope you find some awesome players!

    Application:

    Lucadeno Jeggare
    Race: Human (Chelaxian)
    Class: Rogue (Spy)
    Alignment: CG
    Statistics: Str 12, Dex 18 (16+2), Con 12, Int 12, Wis 12, Cha 14

    Luca is the third son, and fourth child of the lord of House Jeggare. His eldest brother is a serious man, who likes Lucadeno well, the second child, his sister was always his favourite sibling, and the middle brother is a strong warrior, a knight bearing the Jeggare name with pride. Luca's claims in House Jeggare have always been meager, and his father's eternal dissapproval and faint dislike for his youngest son have earned him no favors or honors within his House.

    Still he is a Jeggare, and he works hard to keep his name unsullied, and House proud and strong. With a brother to fight, and a second to run the docks and count ledgers, Luca set himself to finding a different way to contribute to his house as a boy. He learned to watch and listen. He learned to hear the smallfolk and servants talk, and saw them when other highborn lords didn't notice them. He learned when to blend in and when to stand out. Luca learned to find out things for his older brother, and heir to the house, who had always loved him far more than his father had. Luca became the eyes and ears of Jeggare, and fell in with the House's butler, who also served as his lord's spymaster and Master of Information.

    Luca has grown tall and thin, with a shock of curled auburn hair and a vaguely elven frame reminiscent of their distant 'uncle', the famed Varian. More than that though, he has learned the art of wearing faces, be it that of clean-shaven and courteous Lord Lucadeno Jeggare, or rough and tumble criminal informant Luca the Gull, or many beggars and unseen poor around the city.

    Yet his live is no longer fulfilled by serving his House. The politics of Korvosa are treacherous, and Luca's sister has been struck with curse that leaves her catatonic and abed, all of the families fortune unable to purchase a cure to her curse. Luca has his suspicions about the culprits, prime among them the Arkonas, and he has begun to deal with all sorts of uncouth and criminal scum, beleiving the Arkonas have some link to the criminal underworld of the city. He seeks the truth of the attack on his sister. He seeks vengenace.

    But Luca is not sated with those goals alone, for he seeks a third thing. Justice for the poor people he spends so much time among. The young lord has seen the suffering in the alleys and the pain and humiliation heaped needlessly on the people. He wants to stop the vicious infighting of the nobility, and blunt the oppresions of the crown, so that the peasantry need not suffer for the shadow wars and coin of the wealthy.


    Double read the entry post... Missed the desire for new folken the first time!

    New players is a really good idea! Curse you all for your luck!


    Lucadeno Jeggare
    Race: Human (Chelaxian)
    Class: Rogue (Spy)
    Alignment: CG
    Statistics: Str 12, Dex 18 (16+2), Con 12, Int 12, Wis 12, Cha 14

    Luca is the third son, and fourth child of the lord of House Jeggare. His eldest brother is a serious man, who likes Lucadeno well, the second child, his sister was always his favourite sibling, and the middle brother is a strong warrior, a knight bearing the Jeggare name with pride. Luca's claims in House Jeggare have always been meager, and his father's eternal dissapproval and faint dislike for his youngest son have earned him no favors or honors within his House.

    Still he is a Jeggare, and he works hard to keep his name unsullied, and House proud and strong. With a brother to fight, and a second to run the docks and count ledgers, Luca set himself to finding a different way to contribute to his house as a boy. He learned to watch and listen. He learned to hear the smallfolk and servants talk, and saw them when other highborn lords didn't notice them. He learned when to blend in and when to stand out. Luca learned to find out things for his older brother, and heir to the house, who had always loved him far more than his father had. Luca became the eyes and ears of Jeggare, and fell in with the House's butler, who also served as his lord's spymaster and Master of Information.

    Luca has grown tall and thin, with a shock of curled auburn hair and a vaguely elven frame reminiscent of their distant 'uncle', the famed Varian. More than that though, he has learned the art of wearing faces, be it that of clean-shaven and courteous Lord Lucadeno Jeggare, or rough and tumble criminal informant Luca the Gull, or many beggars and unseen poor around the city.

    Yet his live is no longer fulfilled by serving his House. The politics of Korvosa are treacherous, and Luca's sister has been struck with curse that leaves her catatonic and abed, all of the families fortune unable to purchase a cure to her curse. Luca has his suspicions about the culprits, prime among them the Arkonas, and he has begun to deal with all sorts of uncouth and criminal scum, beleiving the Arkonas have some link to the criminal underworld of the city. He seeks the truth of the attack on his sister. He seeks vengenace.

    But Luca is not sated with those goals alone, for he seeks a third thing. Justice for the poor people he spends so much time among. The young lord has seen the suffering in the alleys and the pain and humiliation heaped needlessly on the people. He wants to stop the vicious infighting of the nobility, and blunt the oppresions of the crown, so that the peasantry need not suffer for the shadow wars and coin of the wealthy.


    DM Barcas is a phenomenal GM!

    In fact I love urban campaigns so much I may submit a character... If DMBarcas is okay with that.


    Have these temporarily or permanently replaced design tuesdays?

    These are cool, but I really liked design tuesdays.


    Cool. I like the DC houserule. If you combine it with my own houserule that all bad saves are 1/2 level, with good saves 1/2 level +2 as usual, it works out nicely. Makes lower level spells better, and higher elvel spells still awesome, but not as fight ending or irresistable. Not quite.


    Gorbacz wrote:
    I'd actually love to see "Varisian Adventure Path Trilogy" with RotRL, CotCT and SD all Pathfinderized an gathered in one volume.

    Page count, for the love of god, page count. Thats already 900 pages. Without updates or appednices.

    A bound, updated, Rise of the Runelords with extra xp for pathfinder, and some choice appendices/support stuff would be awesome and maybe 400 pags. Still huge, btu doable.


    Hmm. I was wondering how cosmology would be handled in different bits of the world. I'm not sure how much sense it makes to have it change, but I'm really eager to see you guys' take on it. A good shifting cosmology execution would really lend well to other world-builders. Not only that, but it lets you have some serious fun with the cosmologies of Casmaron, and Arcadia and so on.

    (Male Irish Physicist 2/Student 8)

    Round 5

    Krazga moves through the press of bodies, avoiding a slash from Dravago as he goes, then missing his own attack.

    As Wat crumples, Chompsky moves to attack, but the angered hound fails to bite at the willy heavyset teifling.

    The tripped teifling attacks the dog fromt he ground. But fails to hit the large hound. The other teifling guard attacks Krazga. Landing a solid blow on the half-orc. 3 damage. Dravago turns his attentions to Krazga aswell. slashign with both claws, one scrapes him 4 damage. Ostenso uses magic missile once again dealing three damage to Ignatio, 1 hp left

    Euphemi curses Dravago again, and this time it takes effect.

    Finally tired of the constant barrage Ignatio spins to face Ostenso and stabs him full in the chest, eliciting a small spray of blood, as the teifling cries out in pain, but still stands ready to fight on.

    MAP

    (Male Irish Physicist 2/Student 8)

    I'm after moving house and my interent access will be sporadic over the next little while. Sorry for the inconvenience.

    (Male Irish Physicist 2/Student 8)

    I'm after moving house and my interent access will be sporadic over the next little while. Sorry for the inconvenience.


    Sorry, I have to bow out of this. Have a fun game!


    Shuriken Nekogami wrote:

    wanna know how i broke weekly william's encounters last session?

    a full attack from a power attacking, greatsword wielding, human fighter

    appearently, he doesn't realize the damage these guys can do at 9th level.

    an Attack bonus of +19/14, a damage bonus of 2d6+26, and a crit range of 17-20x2 when power attacking.

    anybody know how much DPR that is?

    and only 2 of his feats are from 3.5 splatbooks.

    he is also in a campaign where everyone is 25 point buy and just recieved major wealth boons.

    25 point buy is already ver powerful, weapon mastery is stupidly powerful, its Greater weapon focus and weapon specialisation, and stacks with those. Its not flavorful, its just random power creep, its why 3.5 splat should be banned on occasion. That said against a typical CR 9 creature with 23 AC his DPR is 61 with weapon mastery and 50 without. Powerful, but harldy ourlandish for a 9th level fighter, I mean the DPR olympics are set at level 10 and they can get over a 100. Not that thats a good metric for everygame play, but it is a good measure for what ridiculous damage is. 50-60 is not ridiculous.

    (Male Irish Physicist 2/Student 8)

    Darian Graey wrote:

    Just to let you guys know, I have undertaken to run three PbP's for Kingmaker, chapter 1. Guess I am gonna take a beating as they get up and running, but I am not intending on letting Bors slack off in participating in this campaign.

    Lucender, any advice or links you can offer to make my transition from playing to DMing PbP would be greatly appreciated.

    Not Lucendar, but I GM a bit and play alot, learn to use google docs to make maps, its easy to update and link too. I just made a big square grid, and write the playes names, and those of features in relevant squares, its very handy.


    Wizards will get the most hp after 6th level.

    I don't really understand what your trying to do here, its high high fantasy E6 with a strange add on at the end.

    (Male Irish Physicist 2/Student 8)

    I like a bit of RP chatter myself, though it is important to keep the game going, especially if not everyone can participate. Tardek will happily weigh in on most matters, but he's unlikely to start many discussions as much as he prefers to have them.

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