
| Eitylen | 
 
	
 
                
                
              
            
            I will give you the complete list of adventures i have, in the meantime, would you prefer short adventures or an AP?, there is also the possibility of homewbrew but there is the risk I run out of ideas in the middle of the campaign.

| Lemmy | 
 
	
 
                
                
              
            
            I'd like to play an AP... I only played (part of ) rise of the Runelords. I don't even know why we interrupted red Hand of Doom, actually.
But anything is good for me. People say good things about Age of Worms (and also that it's really difficult), but I think Rynjin already played that one.
I have no preferences for what AP to play, though. Only that I'd rather not play Wrath of the Righteous, as I lost all interest in that AP once I heard it uses Mythic rules. In fact... Let's just avoid Mythic as a whole, okay?

| Eitylen | 
 
	
 
                
                
              
            
            You make me feel bad about red hand of Doom D= ...
Anyways, Of APs, I have rise of runelords but I think rinjin already played it.
Rise of the drows
http://paizo.com/products/btpy95ei?Rise-of-the-Drow
I Also have the dungeons magazine AP.
=================================
As a lone adventures
From 3.5
I have Red hand of doom as you know, return to castle ravenloft, the shadowdale saga, the shattered gate of slaughtergarde 
From PF
I have Realm of the fellnightqueen, the dragon demands, some PFS stuff (like temple of empyreal enlightenment)
Frozen winds
http://paizo.com/products/btpy8p2y?Frozen-Wind
retribution
http://paizo.com/products/btpy8tyg?Retribution
===================================
Ah, Also a bunch of 1e and 2e classics.

| Rynjin | 
 
	
 
                
                
              
            
            Yes, I've played Rise of the Runelords. Technically didn't finish it (Wraithstrike's schedule went to s@+* RIGHT before we got to Karzoug, and we couldn't finish), but I've played pretty much the whole thing except the final battle, and Book 2.
I am currently playing Age of Worms, and am level 8 in that, and have no desire to play another game of it right now, sorry.
I've also run Carrion Crown once before, and am currently running it, and am currently running Skull and Shackles.
My first PF game ever was Serpent's Skull, and we got to book 4 before the game petered. I wouldn't recommend it, even if the Campaign Journal makes it sound fun.
APs I've been interested in playing: Mummy's Mask and Reign of Winter
We mentioned Slumbering Tsar earlier, and it sounds fun.
I've also heard very fun things about the Ravenloft setting.

| Lemmy | 
 
	
 
                
                
              
            
            Whats the Setting for Slumbering Tsar?
Also dibs on playing Revised Fighter.
This post simultaneouy makes me happy and angers me... >:)
Anyway... Like I said, I'm okay playing anything. You can simply pick one of Rynjin suggestions and go with it, for all I care.
I'll pick my build based on party compositions and what house-rules and homebrew options are in play.

| Lemmy | 
 
	
 
                
                
              
            
            Lemmy wrote:If it makes you feel better, I want to be a Warlord specifically.Scavion wrote:Whats the Setting for Slumbering Tsar?
Also dibs on playing Revised Fighter.
This post simultaneouy makes me happy and angers me... >:)
It makes me feel happier and angrier! XD
Though I gotta admit I really like the Fist-Fighter as well...

| Eitylen | 
 
	
 
                
                
              
            
            Whats the Setting for Slumbering Tsar?
I think it is called the lost lands, but it s not fully developed just the part around the adventure are detailed
completion of this adventure series. However, this is an extremely
dangerous adventure—characters will die! There are several oppor-
tunities throughout the series for lost characters to be recovered, but
players should be prepared for the creation of new characters if their
own prove to be unrecoverable. If your players have favorite char-
acters that they won’t want to part with, it would perhaps be a good
idea for them to create different characters for this adventure series.
More than just adventures, this series is a mini-campaign that can
take your players’ mid-level characters far on their careers, provided
they survive. Each of three over-arching adventures is playable as a
stand-alone module, but to truly reap all of the rewards and grasp the
fullness of the threat at hand, they work best as a complete series. The
adventures are set in and around the environs of the ruined temple-
city of Orcus known as Tsar, where a great battle was fought between
the disciples of Orcus and the forces of good. The fi rst adventure en-
compasses a settlement known simply as The Camp, which the party
explores initially and most likely uses as its base camp during their
explorations in and around the Desolation, a vast fi eld of death and
destruction left by the long-ago war. The second and third adven-
tures in the series explore the ruins of the city of Tsar itself, the mas-
sive Citadel of Orcus within the city, and fi nally the hidden Caverns
of the Barrier deep beneath the citadel. Each of these adventures is
like the layers of an onion that the party peels back as they progress
in their exploration until, fi nally, they reach the ultimate goal of their
quest and discover the sinister and true purpose and history of this
ancient redoubt of vile wickedness.
While set in a generic world, these adventure do draw on back-
ground and information presented in the Rappan Athuk—The Dun-
geon of Graves series and Bard’s Gate by Necromancer Games as
well as numerous other Necromancer Games products. Those ad-
ventures are not necessary to run this adventure or any in the series.
If you would like to remove this adventure to your own campaign
world entirely, you can do so with little effort by ignoring the fate
of Orcus’s followers and the pursuing Army of Light following the
Battle of Tsar or tailoring it to fi t the history of your own setting.

| Eitylen | 
 
	
 
                
                
              
            
            
APs I've been interested in playing: Mummy's Mask and Reign of Winter
I don't have those..., but reign of winter and giantslayer sound fun for whenever you feel like DMing them :)
Return to castle ravenloft is a stand alone adventure and not that heavy in the setting.

| Eitylen | 
 
	
 
                
                
              
            
            The deadly Tsar is then.
7th level, our usual character creation rules, no guns, I will allow summoners if you promise to not powergame the hell of it.
So, slumbering Tsar is a sand-box like game, when you have a big area that you can explore the way you want, you trying to find things instead of waiting to things to happen is preferable. It quite deadly, so I don't care much about your background just have a cool personality and that is all.
The gods are not hte same of golarion
https://lost-lands-mega-campaign.obsidianportal.com/wikis/gods-and-demons-o f-the-stoneheart-valley

| Rynjin | 
 
	
 
                
                
              
            
            The deadly Tsar is then.
7th level, our usual character creation rules, no guns, I will allow summoners if you promise to not powergame the hell of it.
So, slumbering Tsar is a sand-box like game, when you have a big area that you can explore the way you want, you trying to find things instead of waiting to things to happen is preferable. It quite deadly, so I don't care much about your background just have a cool personality and that is all.
The gods are not hte same of golarion
https://lost-lands-mega-campaign.obsidianportal.com/wikis/gods-and-demons-o f-the-stoneheart-valley
What do you mean by "usual character creation rules"? They're slightly different for some of our games.
Do you mean 25 PB, 2 Traits, Automatic Bonus Progression, no Big 4? Power Attack/Combat Expertise rolled into character options?
Also, any 3rd party stuff allowed?

| Eitylen | 
 
	
 
                
                
              
            
            20 PB, 2 traits, Lemmy stat progression, no big 4, standard wbl, I'm ok with PA/CE for free.
about 3rd party, well, it depends, what are you thinking?

| Rynjin | 
 
	
 
                
                
              
            
            I was thinking MAYBE a Path of War Warlord. Especially if you'd let me have access to the Silver Crane Discipline. Be a sort of martial buffer.
Though, Warlords and Warders get such a tiny number of Maneuvers known, they're really hard to build. The Stalker gets like 1/4 again as many, and faster.
Edit: Or I'll gladly play a Kineticist if we can do something about that s#&&ty frustrating Burn mechanic.

| Eitylen | 
 
	
 
                
                
              
            
            Eh, I was thinking about more standard stuff since my desire to learn new mechanics is low. Anyways, just don't over-powergame.
Anyways, I will travel today, I don't know when I can post again. Just NPC Ugash and Eitylen if needed.

| Rynjin | 
 
	
 
                
                
              
            
            Re-looked over your Revised Fighter stuff and realized some of what you have is literally just better versions of stuff I already have on Frederick. Can I swap those things around?
(Endurance and Die Hard for Tough as Nails and Improved Disarm for Maneuver Mastery. Then maybe I'd nab Runecraft with the leftover points.)

| Rynjin | 
 
	
 
                
                
              
            
            Did you ever make a decision on the Combat Prowesses requiring a 5 point buy-in?
Personally I don't think it's necessary, since Discoveries and whatnot are roughly as powerful, and don't require the same.

| Rynjin | 
 
	
 
                
                
              
            
            Hrm. Not sure if I can afford it then. May be 1 point too short.
Lessee:
1st level:
Full BaB (6 points)
Good Fort and Will (3 points)
d10 HD (3 points)
4+Int skills (1 point)
Heavy Armor (3 points)
Custom weapons: Falcata, Thron Bracer, Whip, Greatsword, Earthbreaker, Falchion, Scythe, Longbow, Cestus, Armor Spikes, Shield Bash, Bola, Blowgun, Kukri, Machete (2 points)
Bonus Feat: Blind-Fight Combat Prowess: Tough as Nails
19/25 points
2nd level:
Armored Swiftness (3 points)
Ninja Ki Pool (3 points, Int based)
Cunning Initiative (3 points, Int based)
Combat Prowess: Tough as Nails
30/30 points
3rd level:
Bonus Feat: Hold the Blade
Murderous Insight (2 points, Int based)
34/35
4th level:
Uncanny Dodge (via Rogue, 3 points)
Exploit Weakness (3 points)
Bonus Feat: Grudge Fighter
40/40 = 42/40
5th level:
Centered Senses (5 points)
45/45
Hrm. I can drop Grudge Fighter. Not that great of a Feat anyway, if kinda neat. I'd also need to trade my Racial Trait back.
Edit: Also I completely forgot I bought Exploit Weakness...it's not really that useful to me in hindsight. Eh. Maybe if we fight something with DR later.

| GM Lemmy | 
 
	
 
                
                
              
            
            That is a pretty hefty houserule. Auto-confirming crits is a HUGE DPR booster. It's why a level 19 Fighter deals significantly less DPR than a Barbarian, but a level 20 Fighter deals almost TWICE as much.
Well... There are a few counter-points, though...
1- It's only on natural 20s. At 20th level, everyone who bothers to swing a sword is crittng at least on a 19-20.
2- Unlike Weapon Mastery, it doesn't increase the damage multiplier (which is a huge deal in DPR calculations). Nor does it affect special effects, such as Vorpal or whatever.
3- DPR calculations are a great tool, but it has a few problems (and I say that as someone who loves number-crunching), one of which is the fact that its calculations work as if every attack hits, but only deals a fraction of its average damage (between 5 and 95%) against an enemy with infinity hp. That formula, while reliable and very useful, tends to overvalue crit multipliers... Generally speaking, unless you crit on your first (maybe 2nd) hit, high crit multipliers make little difference, since your enemies do not, in fact, have infinity hp and doubling your damage is usually enough.
It's also why Weapon Focus seems so awesome when running the math, but in practice, it's not that good.
- - -
That said... This house-rule exists because my friends and I found it really boring to roll a natural 20 and then have it nullified, making it basically pointless, since we've never seen a situation where a martial character wouldn't have hit on a 20 even without the auto-hit rule. We also felt it was unfair because we never had to confirm a nat 1 to make sure we missed the attack... Even when our attack bonuses where so high that they could have hit on a -5, if such roll were possible.
It also made the game runs slightly faster. But just very slightly.
Virtual dice, though... Aren't as exciting to roll, so losing the critical hit isn't that bad.
I don't really mind either way... I'll keep using the "nat 20 is always a crit" rule in live games because my live group feels it makes the game more exciting. It isn't necessarily so in PbP, though.
I'd like to hear everyone's opinion on the matter.

| Rynjin | 
 
	
 
                
                
              
            
            Actually, speaking of, I've always wanted to see how the houserule that Nat 20s don't auto-succeed (but provide a +5-10 to the check) and Nat 1s don't auto-fail (but provide a -5-10 to the check) would work out in play.
It means your average peasant with a pitchfork probably can't touch your 20th level Fighter or save against your high level Wizard's spells EVER, pretty much, and also means you don't have a 5% chance of missing a f%#+ing BARN.

| GM Lemmy | 
 
	
 
                
                
              
            
            Used it a few times, actually.
It's no a bad house-rule... But like I said, in live games it kinda takes the excitement away from rolling the die. We ended up forgetting about it really doesn't matter 99.9% of the time. Besides, the "nat 20 always hit" kinda makes sense when we consider AC doesn't increase with level (although it does scale in this campaign).
But again, if all you guys are okay with it, I don't mind. As long as every three of you agree, I'm in. I just don't want to change rules without other players' consent. I had GMs who did that in the past, and it gets really old really fast.
I know it sounds cheesy and cliche, but IME, as long as the players are having fun, the GM will also have fun... Except when they roll four nat 20 ins a roll and kill my whole Boss encounter in a single turn. G!+$*#n TWFing Gunslinger... Next time I'm throwing proteans at them! >:(
- - -
(Also, let's just assume you always hit inanimate objects that aren't moving, unless you're targeting a very specific part of the object. So you literally can't miss that barn... Though you can miss its window. It makes the less ridiculous, IMO).

| GM Lemmy | 
 
	
 
                
                
              
            
            Hi, everyone.
So... I haven't had much time to visit lately... I could lurk and read a little bit of the forums yesterday, but I had no time or mood to post anything.
I'll try to post something later tonight but I can't guaranter I'll do it. I just wanted to give an update on the situation and say that you guys should feel free to control my characters in all games we're playing together... Just have them silently follow you around and then roll for them in combat.
Once again, sorry for the disruption and thank you for your compreheension.
See you soon.

| GM Lemmy | 
 
	
 
                
                
              
            
            I'm... better. Thanks for asking.
There is no health-related issue. I just hit a number of major bumps in the road and got a few really bad news in a very short time...
Two of my biggest worries are gone, though. I was lucky enough to find a new job and a very close friend of mine who has been in a accident finally woke up from his coma and is expected to make a full recovery.
There are still a few other problems that must be taken care of... But at very least, knowing that I will still have a job by the end of the month and that a friend who is basically my brother will be fine really takes a heavy weight off of my heart.
I'll try to post at least once a day... If I don't, feel free to control my characters.

| Scavion | 

| Lemmy | 
 
	
 
                
                
              
            
            You now understand my dilemma when running the Hangman Tree in Carrion Crown. I just ruled that graplng pulls them within reach, not adjacent (for example if you Grapple someone with Lunge) and then Pull was used to yank people off the ground and into the air, helpless to attack the creature at 15 feet of Reach.
That's a possible solution. But I think it makes Grapple too good for a Large+ creatures... Any Enlarged creature suddenly being able to grapple and sustain a grapple from complete safety seem too much to me. It gets too close to an auto-win against slightly smaller opponents...
Though I suppose we could allow the grappled creature to attack the limbs of the attacker...
Additionally, I think creatures with constrict shouldn't need an action to sustain the grapple. Your limb is already around your target anyway!
Grapple is a mess... -.-'
Help me think of ways to simplify and streamline it... I guess I could start a thread... Hmmm...
 
	
 
     
     
    