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Abraham Z.'s page

*** Venture-Agent, Georgia—Atlanta 479 posts (13,765 including aliases). No reviews. 16 lists. 1 wishlist. 55 Organized Play characters. 29 aliases.


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It is the hour of Sarenrae's Light
When this is the hour: When you heal, you may heal an additional card.

Location Power: Characters may not play allies

Display Nulg

Free exploration

Abandoned Shacks Card 3 is Wolf Pack:

Core
Monster 0
Traits:
Animal
To Defeat:
Combat 11
OR Survival 6
Before acting, a local character summons and encounters this monster.
If the check to defeat has the Attack or Ranged trait, you may reroll.

Giving the BYA to Mios since he'll benefit from the Animal trait (and botting since it seems straightforward).
Mios Knowledge 8+0=8: 1d10 + 2 ⇒ (4) + 2 = 6
Combat 11, battleaxe, animal: 1d8 + 3 + 1d8 + 1d4 ⇒ (2) + 3 + (5) + (1) = 11
(Whew, closer than expected! But good enough. Thargrap buries Wolf Pack 1

Continuing on to the non-summoned Wolf Pack...
Combat 11, naginata, banish wolf pack 1: 1d10 + 2 + 2d8 + 1d6 ⇒ (7) + 2 + (8, 5) + (2) = 24
Naginata: remove one d8 - the 5 - for a total of 19, which is still sufficient.
Bury Wolf Pack 2

Discard Iomedae to explore

Abandoned Shacks Card 4 is Rioting Mob:

Story Bane
Type: Barrier
Traits: Skirmish Veteran
To Defeat: Charisma Diplomacy 6+#
If undefeated, each character summons and encounters the story bane Thug.

Discard Samurai 2
Ask Quinn to bury an item to add their Perception
Cha 6+1+1=8: 2d8 + 1d8 + 2 ⇒ (2, 7) + (8) + 2 = 19

When Closing: Summon and defeat the danger.
Danger: 1d4 ⇒ 1

Bandit:

Story Bane
Type: Monster
Traits: Bandit Human Veteran
To Defeat: Combat 9+## OR Banish A Random Boon
Before acting, recharge a card. If undefeated or evaded, bury the bottom card of your deck.

BYA: recharge Mirror Image

Combat 9+2+2=13, naginata (and discard it), banish wolf pack 2: 1d10 + 2 + 2d8 + 1d6 + 2d4 ⇒ (5) + 2 + (6, 2) + (5) + (3, 4) = 27
Naginata: remove one d8 - 2 - for a total of 25. Bury Bandit 1

Abandoned Shacks is closed.
When Permanently Closed: Each local character moves to a random other location.
Sajan moves to: 1d6 ⇒ 1
Quinn moves to: 1d6 ⇒ 5
Thargrap moves to: 1d6 ⇒ 3
Mios moves to: 1d6 ⇒ 3

Nulg power: banish Bandit 1 to draw a card: Black Spot

End of Turn
Harrow of Shields: When your hand is empty at the end of your turn, bury a card from your discards. - N/A
Ablaze Fire dmg: 1d4 - 2 ⇒ (1) - 2 = -1

Recovery Phase:

Reset Hand

Board Status
Most Recent BR Refresh
Notes for Sajan: Moved to Shop

Notes for Quinn: Quinn buries an item for Thargrap; Moved to Shrine
Notes for Mios: Moved to Alley
Seoni, Sajan - Shop 1-11 remain
Mavaro - Plaza 3-11 remain
Thargrap, Mios - Alley 1-11 remain
Tenement 1-11 remain
Quinn - Shrine 1-11 remain
Twisting Passages 1-11 remain

"

Thargrap wrote:

Hand: Earthbreaker (Core), Black Spot, Good Omen, Blessing of Pharasma,

Displayed: Blood God Nulgreth,
Deck: 8 Discard: 3 Buried: 0
Current Location: Alley
Hero Points: 0
Tshirt Reroll: Available
NOTES:
Available Support: When a local character defeats a monster and would banish it, Thargrap will bury it instead.
Movement: Earthbreaker: recharge for +1d6 on local vs Lock/Obstacle (only if really needed)

Black Spot: decrease the difficulty to defeat a global monster by 2

Good Omen: +1d6+1 for any global check to acquire, close, guard.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Banner, Magic Chain Shirt (Core), Falconer, Falcon, Blessing of the Samurai 1, Unerring Weapon, Blessing of Gorum
Recharged: Mirror Image (Core),
Discard Pile: Blessing of Iomedae, Blessing of the Samurai 2, Naginata,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Melee: Str +2
Dexterity d6 ☐ +1 ☐ +2
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Fortitude: Con +2
Intelligence d4 ☐ +1
Wisdom d6 ☐ +1 ☐ +2
Charisma d8 ☐ +1 ☐ +2 ☐ +3
Arcane: Charisma +2
Traits: Half-Orc, Summoner
Favored Card: Weapon
Hand Size: 4 ☐ 5
Proficiencies:
Arcane, Weapons
POWERS:
On your (☐ or a local) check against a monster, you may bury a card from your discards or banish a buried card to add 1d6 (☐ 1d8).
When a local character defeats a monster and would banish it, you may bury it instead.
☐ You may banish a boon to draw a card; this power cannot be used during an encounter. (When you gain this feat, also check a feat box on your cohort Blood God Nulgreth.)

"


I'm interested in playing though I have no idea what I'll play. I could use suggestions for that. The last few characters I've played have been casters so I think I'm ready for a non-caster and generally I'm fond of characters with powers that make for interesting play. I've had a blast playing Aric/Red Raven or Radovan, for example. EST time zone. I'm fine with you picking the wildcards or doing random. Mostly I just enjoy that they make the game more challenging and complex.


I'm at an in-person convention (Dragoncon) all weekend so I won't have a chance to fill in the slides etc. until Monday.

It looks like we are going high tier. Do we have a sense of any party roles that we are missing?

For melee I can offer my level 10 warpriest or my level 11 paladin cavalier.

For arcane casting I have a level 9 sorcerer or a level 10 wizard.

My level 9 oracle offers divine casting, bardic inspiration, and a melee tiger.

If no one has a preference or if there's no obvious need, I think I'll go with the warpriest just because I haven't played him in a long time and for pbp he's relatively straightforward to manage.


I have multiple character options that I can bring to this game - I'll choose when we get closer to the start date depending on the party composition and what is needed.

Lunar Oracle 9 (does double duty as an Inspire Bard and also has a melee tiger)

Cavalier/paladin 11 (flying mount is a griffon) - very fun but can be difficult to play in tight quarters - will defer to the GM if they think it's better not to bring for this scenario.

Sorcerer 9

Wizard 10

Warpriest 10

Monk 7


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An EDITING REQUEST: it would make the rules much more readable if the same baseline things weren't repeated over and over. For example, instead of giving the exact same rules for when you get new skill feats for every core class (except the rogue), just define that once in a section called something like "The Skill Feats That Every Class Gets" and then add a section for the rogue (and later the investigator, swashbuckler, etc.) that indicates that they get some EXTRA skill feats.

This wouldn't be changing anything from how things already are now, but it would draw the reader's attention to the fact that there is something unusual from the norm for the Rogue, and it would also allow the reader to not have to read the same baseline pattern over and over again, wondering if there is anything different that they need to note.


Hey there - I posted some time back offering to join this group. I assumed that all the spots were taken but in case that's incorrect and you'd still like another PC, I'm happy to jump in.


Ok, couldn't resist checking. I've got:

Level 9 Lunar Oracle (who manages to also do some Bardic inspire) with a Tiger companion.

Level 11 Paladin/Cavalier who flies around on a Griffon mount.

Level 9 Sorcerer

level 10 Wizard with shenanigans

Level 10 Warpriest


I haven't played this one and I've got some PCs in tier. I'll take a look and see what I have if there is still a spot.

3/5 Venture-Agent, Georgia—Atlanta

Shadow Dragon wrote:
I haven't played any Special - ever.

I recommend playing specials in PbP over face to face. In a noisy convention ballroom it is usually impossible to follow much of the story of what is going on and therefore specials end up being a tedious slog of trying to get through as many combats and skill encounters as quickly as possible, with no real idea of what the story driving it all is. In contrast, PbP enables you to follow the action of what is usually a very compelling narrative.


Please add me to the waitlist as well. I've got several PCs in tier that would be available. Thanks!


Ok, in that case I'll bring my witch. She's fun.


With a magus joining the group I'll go with one of my other options.

So far it looks like we've got:

Theodoric/PDK - Fighter (melee tank)
Mage of the Wyrmkin - Bard (melee) OR Zen Archer
Allie - Sorcerer
Zaarah - Magus
Abraham - either Barbarian (melee) or Witch
miteke - ?


Thanks for running this, GM Otha!

I've got three PCs available in tier and I thoroughly enjoy all of them so I'll decide based on our party composition.

Yuri is a level 15 superstitious Barbarian (chained) 12/Fighter 3. He rage cycles, has pounce, spell sunders, has reach 20', and wrecks havoc with come and get me.

Tsrvk is a level 15 Magus (Magus 14/Dawnflower Dervish Bard 1) who is also a melee type. He has the dimensional dervish feat chain for hopping around the battlefield.

Agata is a level 17 Witch with the usual array of hexes and spells. Squishy but lots of support.

I love all three of these characters and would be happy to play any of them.


I would also love to jump in for the Moonscar run if there is a spot. I have three PCs in tier (Barbarian 15, Magus 15, or Witch 17) so I'm happy to offer whatever is needed for party balance.


GM Ietsuna wrote:

If you are game, so am I.

Recruitment for 4-22 HERE

Taking the first 4-6 people.

I've played part 1 but if you have a spot available when you get to parts 2 and 3 my level 9 oracle would be interested in finishing the story arc.


I don't have the bandwidth to play/gm anything more right now but I'll say that I find season 4 has some of the most challenging (in a good way) scenarios of all of pf1e.


The Dire GM wrote:
Looks like we have two no-shows. I'll blame that on myself for starting us so late.

My apologies - I'm one of the no-shows - I've been trying to find the time every day to pull my character together but have to recognize that I just don't have time right now. I hope you all have fun and I look forward to joining one of your tables another time.


My two high tier (level 9) characters both have a lot of overlap with two of the characters that are already posted - I have a lunar oracle with a companion, and I have a sorcerer. So I'm kind of inclined to play one of my other options just so we don't have too much similarity. I have a level 7 psychic but I haven't leveled them up yet and won't be able to until Sunday night or Monday. My level 6 monk (maybe 7, I have to check) would provide some melee, which maybe we need? I think maybe I'm leaning towards the monk unless there are other opinions.

In any case, I still won't be online much (and unable to post character details) until Sunday night or Monday.


Looks like my bloodrager will still be tied up in another game so my options are:

Cavalier 4
Wizard/Rogue 3
Vigilante 2
Paladin/Gunslinger 3

Since it looks like we are likely low tier I'll probably do one of the latter three but will wait to see what fits the party best. I won't be home until Sunday so I won't be able to look at my actual PC folders until then.


I’m still happy with high or low but my vexing dodger is tied up and my psychic is now level 7. Otherwise my options are the same as mentioned before.


I'm heading out of town in the morning for a two week trip. Likely will have very limited time to post until the end of the month but I am onboard for this game - I should be able to post regularly by May 31 (when I think this is scheduled to start?). I'll play my level 3 Bloodrager (presuming that the game he's currently in is finished by that time). If he's not available I've also got:

Cavalier 4
Wizard/Rogue 3
Vigilante 2
Paladin/Gunslinger 3


I'm heading out of town in the morning for a two week trip. Likely will have very limited time to post until the end of the month but I am onboard for this game - I should be able to post regularly by May 31 (when I think this is scheduled to start?). I'll play any of the characters I mentioned in my previous post (the psychic is now level 7) depending on party need.


I've got different PC options depending on whether we go high or low:

High tier:
Dawa Kookpa - lunar oracle 9 with melee tiger pet and bard shenanigans
Hoprah - sorcerer 9

Low tier:
Bon Jon Bovi - unchained monk 6
Phidöe - vexing dodger/mouser 6 (might be tied up in another game)
Birseko Naam - psychic 6

Happy to play any of these PCs as best fits the rest of the party.


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Tyranius wrote:
Abraham Z. wrote:
For the upcoming PaizoCon, I'm able to sign up on Warhorn for PbP games for 1e games but not 2e or SF (both of which say "not permitted to sign up"), or at least some games. Some tables seem to be open and some not. Anyone have any idea why that is? Are these other tables due to open at a later date? Or is it perhaps a glitch in the system?

That does sound odd cause if you can sign up for one you should be able to sign up for all systems. Send an email with what is going on to the PaizoCon Committee.

paizoorgplayhq@gmail.com

I will send them a heads up. They will likely need your warhorn name to help look you up.

The only games that should still currently be closed are VIP and author tables. Monday, May 9, 2022 9:00 AM: VIP and Author table signups open for all players. Paizo hotel block closes.

On closer examination, it looks like the tables that I haven't been able to join are Author tables. I had missed that they have a different deadline. Thanks for the clarification!


For the upcoming PaizoCon, I'm able to sign up on Warhorn for PbP games for 1e games but not 2e or SF (both of which say "not permitted to sign up"), or at least some games. Some tables seem to be open and some not. Anyone have any idea why that is? Are these other tables due to open at a later date? Or is it perhaps a glitch in the system?


1 person marked this as a favorite.

For the upcoming PaizoCon, I'm able to sign up on Warhorn for PbP games for 1e games but not 2e or SF (both of which say "not permitted to sign up"), or at least some games. Some tables seem to be open and some not. Anyone have any idea why that is? Are these other tables due to open at a later date? Or is it perhaps a glitch in the system?


Thanks!


Meranthi wrote:
Abraham Z. wrote:

Two questions about signing up for the PbP games that are part of this year's PaizoCon online:

1) I thought I had seen a notice that player sign ups begin on April 16. However, when I look on warhorn it seems to indicate that the seats open on May 7. Is that correct?

2) Once we purchase the badge for PaizoCon online, do we need to *do anything* to let warhorn know that we have it? Or will that automatically be processed through the system so that we can register for PbP games (once the seats are open for players)?

Many thanks!

The signups for PaizoCon were postponed until May 7th, so that is correct.

Once you purchase the badge, you need to register on the PaizoCon warhorn page. That should be all you need to do before player signups open.

Got it - many thanks!


Two questions about signing up for the PbP games that are part of this year's PaizoCon online:

1) I thought I had seen a notice that player sign ups begin on April 16. However, when I look on warhorn it seems to indicate that the seats open on May 7. Is that correct?

2) Once we purchase the badge for PaizoCon online, do we need to *do anything* to let warhorn know that we have it? Or will that automatically be processed through the system so that we can register for PbP games (once the seats are open for players)?

Many thanks!


I have some seekers (14, 15, and 17) who would also be interested in work if someone wants to run something high tier. I would also be interested in running some high tier stuff but I won't have the band width before the summer.


Hi everyone, checking in (thanks to Noral for the invite!) - sorry to be late - I've been on vacation and wasn't checking the boards.

I've got several PCs in tier (4-6, I believe):

Gronkh - Cavalier 4 (doesn't seem like a good fit for a Darklands focussed adventure since he spends all his time riding an axebeak)

Bon Jon Bovi - Unchained Monk 6 - melee frontliner

Vinnie Bandar - Shaman 4/Monk 1 - melee with casting

Birseko Naam - Psychic 6 - pure caster

I'm leaning towards Vinnie just because I haven't played him in a very long time but I would be happy with any of them based on what the party needs so just let me know your thoughts.


On Maznar's turn: receive Holy Symbol from Maznar (thanks!)

It is the hour of Pharasma

Augustille power: at the start of your turn, discard a card (Discard Amulet of Life), then examine the top card of your location; then you may examine the top card of another occupied location

Examine top card of shuffled Fog Bank, can't be 1, 2, or 5: 1d8 + 2 ⇒ (5) + 2 = 7 Goblin Keelhaulin'

Location Power: After a character at any location examines cards in this location deck, shuffle it.

Free exploration
shuffled Fog Bank, can't be 1, 2, or 5: 1d8 + 2 ⇒ (6) + 2 = 8

Fog Bank Card 8 is Comozant Wyrd:

SS
Monster C
Traits:
Outsider
Elemental
Incorporeal
Elite
To Defeat:
Combat 10
The Comozant Wyrd is immune to the Cold, Electricity, and Poison traits. All damage dealt by it is electricity damage.
If the check to defeat does not have the Magic trait, the Comozant Wyrd is undefeated.

Reveal Flame Staff (adds Magic trait)
Recharge Acolyte
Combat 10, Maznar: 1d10 + 2 + 1d4 + 1d4 + 1d4 ⇒ (2) + 2 + (3) + (1) + (3) = 11 Banished

Discard Incitation to explore
shuffled Fog Bank, can't be 1, 2, 5 or 8: 1d8 + 2 ⇒ (8) + 2 = 10

Fog Bank Card 10 is Pirate Hunting:

SS
Barrier B
Traits:
Task
Pirate
To Defeat:
None
Summon and encounter a random ship, or a random monster if you are not on a ship. If the summoned card is undefeated, leave this barrier faceup on the location deck and put the summoned card next to it. Characters at this location encounter the summoned card as their first exploration each turn.
If the summoned card is defeated, banish it; this barrier is also defeated.

Random ship: 1d11 ⇒ 1

Merchantman:

Spoiler:
Ship B
Class 0
When Encountering
To Defeat:
Wisdom/Survival 5
OR
Perception 7
If defeated, when you stash a plunder card, roll on the Plunder Table twice and choose 1 of the results.

When Commanding
When you would roll for plunder, you may discard a card from the blessings deck to choose the type of plunder card instead.

When Commanding (Wrecked)
To Repair:
Craft 6
If you fail to defeat a bane that has the Pirate trait, bury a card.

Perception 7, maznar: 1d10 + 3 + 1d4 ⇒ (1) + 3 + (2) = 6
Discard Holy Symbol for 1 Structural Dmg
Edit: Jirelle reduces Structural dmg by 1 to 0. Putting Holy Symbol back in my hand.

leave Pirate Hunting faceup on the location deck and put the summoned card (Merchantman) next to it. Characters at this location encounter the summoned card as their first exploration each turn.

End turn: Augustille power - heal a card (Amulet of Life is healed)

Recovery Phase:

Reset Hand
Edit: randomly removing one of the cards I drew due to Holy Symbol still being in hand
1 Find Traps, 2 Amulet of Life, 3 Acolyte: 1d3 ⇒ 3 Returning Acolyte to deck

"Board Status
Most Recent BR Refresh
Stash Item

Notes for Jirelle: Recharge Blessing of the Ancients
Notes for Ak: Recharge Blessing of the Samurai

Maznar, Augustille, Damiel, Jirelle, Ak, Seltyiel - Fog Bank 3-4, 6-7, 9 remain // 3)Black Spot, 4)Blessing of the Gods, 7)Goblin Keelhaulin', 10) Pirate Hunting displayed at location with Merchantman on it
Tempest Cay 1-10 remain
Shipwreck Graveyard 1-10 remain
Coastline 1-10 remain
Pinnacle Atoll 1-10 remain
Rocky Cliff 1-10 remain
Fringes of the Eye 1-10 remain"

"

Augustille wrote:

Hand: Quarterstaff (Core), Holy Light, Find Traps, Flame Staff (Core), Amulet of Life, Acolyte (Core),

Displayed:
Deck: 8 Discard: 2 Buried: 0
Current Location: Fog Bank
Hero Points: 0
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Acolyte: recharge for +1d4 on local Wis/Divine

Find Traps: +2 dice vs barrier

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Divine Insight, Magic Eye, Cure (Core), Orison, Prayer, Card Caster, Sands of the Hour
Recharged:
Discard Pile: Incitation, Holy Symbol,
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +2
Perception: Wis +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Divine | Healing
POWERS (Role: none yet):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster, if there is another local character, you may discard a card to evade; another local character encounters the card. ([ ] Add 1d4 to checks to defeat the card during the rest of the encounter.)
When you are dealt Acid or Fire damage, increase it by 1.
At the end of your turn, heal a card ([ ] or a Divine card).

"


Starting Location: Fog Bank

"

Augustille wrote:

Hand: Quarterstaff (Core), Holy Light, Amulet of Life, Flame Staff (Core), Acolyte (Core), Incitation,

Displayed:
Deck: 9 Discard: 0 Buried: 0
Current Location: Fog Bank
Hero Points: 0
Tshirt Reroll: Available
NOTES:
Available Support: Blessings and other cards always available unless noted otherwise.

Acolyte: recharge for +1d4 on local Wis/Divine

Incitation: If: Acid, Cold, Electricity, Fire, or Force trait, freely discard to bless.

Deck, Discard, Buried:

Reloaded:
Middle of Deck (Unknown Order): Blessing of Pharasma, Magic Eye, Orison, Divine Insight, Find Traps, Sands of the Hour, Card Caster, Cure (Core), Prayer
Recharged:
Discard Pile:
Buried Pile:

Skills and Powers:
SKILLS
Strength d10 ☐ +1 ☐ +2 ☐ +3
Dexterity d4 ☐ +1
Constitution d8 ☐ +1 ☐ +2 ☐ +3
Craft: Con +1
Intelligence d4 ☐ +1
Wisdom d10 ☐ +1 ☐ +2 ☐ +3 ☐ +4
Divine: Wis +2
Perception: Wis +3
Charisma d6 ☐ +1 ☐ +2 ☐ +3

Favored Card: Spell
Hand Size: 6 ☐ 7
Proficiencies:
Divine | Healing
POWERS (Role: none yet):
At the start of your turn, discard a card, then examine the top card of your location; then you may examine the top card of another occupied location; ([ ] if an examined card has a power that would happen when examined, you may recharge a card to ignore it).
When you encounter a monster, if there is another local character, you may discard a card to evade; another local character encounters the card. ([ ] Add 1d4 to checks to defeat the card during the rest of the encounter.)
When you are dealt Acid or Fire damage, increase it by 1.
At the end of your turn, heal a card ([ ] or a Divine card).

"


Here are my PC options for high tier:

Dawa Kookpa - Lunar Oracle 9 with Tiger melee pet. Due to shenanigans, manages to do a fair job inspiring courage on top of all the usual oracle stuff.

Sir Mr. Proudefeets - Paladin 11 with Griffon mount. It looks like we already have one mounted character so maybe this isn't a good idea.

Hoprah - Sorcerer 9

Undiana Jones - Wizard 10 - uses Elemental Commixture for weird debuffing - complex but interesting

Tull - Warpriest 10 - melee frontliner

Any preferences/needs?


Hi everyone, I'm just joining now (if there's still a spot). I'll check in with a specific PC once I have a chance to see what we have and what is needed but just wanted to let you know that I'm here. Thanks for the invite, GM!


I'm also available if a spot opens up. I have PCs in either tier.


I'm also interested in joining if there are any openings. I've got a variety of PCs in tier.


Hikuen wrote:
After further research, thare are apparently dozens of changes that are NOT listed in the Errata... Why?

I'd like to know more about this. Where have you found other changes that are not in the errata? Thanks.


Does it work for PF1e too?


Wow, all of these are great!


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UncleFroggy wrote:
Sedoriku wrote:
GM NovelEnigma wrote:
Sedoriku wrote:
I've only ever played them online, but I hear in person it's a different atmosphere.
It involves a lot of yelling across the room.
Like I said, different atmosphere. Instead of yelling into the void you have a place to yell at.
sounds like fun... and noisy (in real life) :)

In my opinion specials are much more fun via PbP because you can actually follow some of the story. Every special I've played in person (at conventions) was - for me - a pretty boring series of seemingly arbitrary combats and skill checks with no real idea of what was going on. In person, they usually feel super rushed and the noise level makes it nearly impossible to hear the GM or enjoy the social space of the table.


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MorkXII wrote:
Recruitment for my Ruins of Bonekeep table is now closed, but if there is enough interest for a second table, I can probably run another!

I'm interested.


If we go low tier I'll play my Monk 6, who is a melee type. If we go high tier I have three level 9 options (Oracle (support with melee pet), Sorcerer (typical arcane caster), Warpriest (melee type)).


Checking in as well. I've got multiple possible characters that I can play, depending on what tier we are and what is needed:

High Tier:
* Dawa Kookpa, Lunar Oracle 9 with celestial tiger companion. Besides usual oracle spellcasting and other shenanigans, also manages to do a fair imitation of a bard, with inspiration and banner of the ancient kings.

* Hoprah, Sorcerer 9

* Tull, Warpriest of Desna 9. "Fear the Butterfly!"

Low Tier:
* Bon Jon Bovi, Monk 6

* Vinnie Bhandar, Shaman 5


I'm interested too!


Thanks everyone for the very helpful comments. I guess what I'm trying to sort out is whether there is anything that is "locked" behind the higher levels of proficiency. For example, with Crafting, you can't even attempt to craft a higher level magic item unless you have a higher level of proficiency. But I'm not seeing anything like that with Arcana. Of course, with lower proficiency you will be less effective at, say, Learn a Spell or Recall Knowledge. But there don't appear to be any uses of Arcana that are simply unavailable if you don't go beyond the Trained level. Which, for me, inclines me strongly to go ahead and advance the other three skills, each of which do have features that only open up with Expert/Master/Legendary, and let Arcana languish.


I'm working on a wizard build and for various reasons I have three skills that I want to advance to Legendary, none of which are Arcana. I will have Arcana trained, and a high Int as usual for a wizard, but I'm wondering if there's actually any negative mechanical consequence of not getting Expert/Master/Legendary in Arcana? I'm not seeing any but would greatly appreciate it if anyone can point out what I may have missed.


It took 3 or 4 days between when I paid my paizocon registration and being able to register on warhorn.


Double huh. Never occurred to me that there are Golarion versions of our beloved PbP lodges. Ya learn something every day!


Hi everyone - busy few days - I will try to get my pregen loaded up tomorrow and post in the gameplay thread. Sorry for any delay.

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