Pilts Swastel

AlKir's page

Goblin Squad Member. Organized Play Member. 156 posts (494 including aliases). No reviews. No lists. No wishlists. 23 Organized Play characters. 6 aliases.


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Doug,

I am pretty sure I'd like to make it down for UCon. I'm also very interested in GMing my backside off for my second star. I've heard your have something special for crazy people interested in GMing 6+ slots. Who doesn't want 30 hrs of PFS over a 72 hr period? I wonder if I can get away with gming 6 and playing 4.... sleep is for the weak. :D

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Mark Garringer wrote:
Diego Winterborg wrote:
At the same time I sometimes get this paranoid feeling that some posters out there have nothing better to do than argue every single statement a VC makes.
No they don't! ;)

I paid for an argument, and all you're doing is being contrary.... No, I'm not.

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Jiggy wrote:
Purple Dragon Knight wrote:
Q: does Greater Disarm also add +2 to your CMD vs. disarm attempts, just like Improved Disarm does?
The feat description for Greater Disarm wrote:
Benefit: You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.

I am currently playing a whip wielding Bard in the Legacy of Fire adventure path and all I can say is that at 11th level with the improved disarm and greater disarm feats paired with Improved Invisibility, Good Hope, and Inspire Courage (+3)he is a terror to behold vs. weapon wielding opponents. Even large and huge baddies pose little problem. "Oh, you weren't planning on using that +2 keen great ax of life stealing, were you... So sorry, Mr. Efreeti...."

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Mark Garringer wrote:
AlKir wrote:
The rules have clearly established the fact that you can not play up more than one tier and that you must start all PCs at level 1. So, failing sufficient GP or AP my characterless player would have the option of either playing a pregen every session till the group either TPKs or reaches level 12 and retires, or grab the reins and GM since I have an appropriate leveled character from GM credits. Although, neither of those options seem ideal in my opinion. Am I missing something?
Well, there's the choice were everyone else makes level 1 characters out of sympathy and everyone starts over. =)

You do have a point sir! This will continue to be a better and better option as more low level content is released.

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Chris Mortika wrote:

Here's what I hope: there'll be a way to catch up.

3-adventures-per-level might work well enough for people who play PFS at conventions. There's always some folks with similar-leveled PCs to play with.

But there are situations where everybody in a home group has 4th or 5th-level characters. And somebody needs to start a new character, either because her last character died or because she's new to the group. In standard Pathfinder, the GM can start her PC at or near the experience level of the other PCs. Even if not, the 1st-level PC will catch up to the rest of the party within a level or two.

In a home-campaign PFS game, the new PC will *never* catch up. She will always be 3 or 4 levels behind the rest of the party. And honestly, that's not much fun.

Here's hoping that there's some mechanism that allows the high-level characters to voluntarily slow down, or the lower-level character to speed up, possibly by paying Prestige.

As a GM who runs a weekly home game, I have thought about this a great deal. What do you do when your group's characters hit level 6 or so and someone dies? I know it's likely they will have AP saved up for a raise dead at that point (it's what I'm currently encouraging my players to do) and that the party likely has enough gold to pool in and buck up for a raise, but what if they don't?

The rules have clearly established the fact that you can not play up more than one tier and that you must start all PCs at level 1. So, failing sufficient GP or AP my characterless player would have the option of either playing a pregen every session till the group either TPKs or reaches level 12 and retires, or grab the reins and GM since I have an appropriate leveled character from GM credits. Although, neither of those options seem ideal in my opinion. Am I missing something?

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Doug Miles wrote:
I botched this the first time I ran it and had her go down vs a color spray (she's immune to illusions). She's an elf, which means the sleep hex would not effect her (elves are immune to magical sleep). Also, in order to kill a creature that regenerates you must use the material she's vulnerable to as part of the coup de grace delivery (Bestiary pg 303). Until the PCs figure out what stops her regeneration she will continue to heal up. Don't feel bad, it's a very long, complicated stat block. I've run it 8 times and I still can get tripped up. The players would have kept trying different ways of killing her until they narrowed it down to silver. The only silver in the scenario are the ingots found in Act 2, unless the PCs carry their own.

Yeah I noticed my own mistake minutes after posting about the sleep effect.

My gut told me that the coup de grace would have needed silver. (The PC was using a cold iron scimitar, but had a silver one in his pack) In fact, I had her play dead and then shadow walk away behind the warded door, but then a player and I had a debate about the result of the failed fort save from the coup de grace and also due to the hour being late, I caved... Now I know for sure. Lesson learned.

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I ran this scenario last night and was eagerly anticipating the last encounter, only to have my players completely dominate the situation.

Spoiler:
On the top of the first round, the party's 4th level Witch scans the room with a good perception check and exceed's the will save difficulty of the priestess's disguise self spell. Seeing the incoming ambush she lays down her sleep hex. The priestess botches her will save and takes a 4 round nap, which is plenty of time for the party to dispatch the four mite rogues and perform an anti-climactic coup de grace on the sleeping priestess. 30+ damage and a failed fort save later we have one dead shadow creature. No chance to get her fear effects off, no chance employ her wicked regeneration or shadow walk.

Oh well, I suppose it was retribution from nearly TPKing them last week with Voice in the Void...

Spoiler:
You know it's a bad day when the your front line fighter losses in a one sided fist fight with a gibbering mouther... Luckily his companions are the giving sort and all bucked up to have him raised. :D

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I would assume the conversion for Season 0 faction missions would go something like: "Add X to the DC of the skill check required for the existing mission. Award 1 AP for the completion of the mission." Sounds easy to me, but I guess we'll wait and see. :D

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I'm pretty sure that spell completion items require you to know the spell that is to be cast by the item. The + to DC rules are only for non spell completion items such as weapons, armor, rings, rods and misc. magical items. A wand or a staff as a bonded item would require the wizard to know the correlating spell.

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Kelly Youngblood wrote:

Is there an official ruling on which weapon groups weapons from the APG and other non-core sources fall into for the purposes of the Fighter's Weapon Training class feature?

I'm considering creating a lucerne hammer-wielding fighter for possible PFS convention play, and would really like to know whether it counts as a hammer or a polearm for such purposes.

When it comes down to picking the hammer or polearm weapon's group for a lucern hammer, I would think picking the polearm group would be a safer choice than the hammer group. Sure you can argue that the lucern hammer basically behaves as a hammer with a really long shaft, but it's really hard to say it's NOT a polearm.

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There is a player with a magus character in my weekly PFS home game. We are now at 3rd level and have nearly completed enough chronicles to round out 4th. I find him to be no more disrupting than fighter in the party whipping around his zwiehander one shotting foes while decked out in full plate, or the melee witch with her sleep hex, or the cleric of Abadar with all his extra channel energies.

In fact, he flubs up his caster level check more than not to cast defensively. So sometimes yes he is Mr. Badass using the old hex blade trick of decimating the BBEG with a swing of his sword combined with shocking grasp, but others he's that under optimized guy in light armor fighting with a 1h weapon and no shield.

I understand that we all want to have our fun and we get sad when that fun is ruined by another player at the table, but I ask the OP, how many sessions have you played with a magus in the party? I'm so tired of walk away from the table statements that start with "If I ever end up at a table with a .... blah blah blah... then I'm gonna walk!" when you hardly ever see, "My friends, I have played table after table with.... blah blah blah... and since I rarely enjoyed myself I'd be willing to let Extra Guy from that 7 person table over there have my seat."

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Chris Ballard wrote:
Just was trying to come up with a way to play a druid without a domain or animal companion.

The Urban Druid Archetype from the APG selects Charm, Community, Knowledge, Nobility, Protection, Repose, Rune, or Weather domains in place of an animal companion.

All other druids to my knowledge either have the regular animal companinon or the regular druid domains for their nature's bond class feature.

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ithuriel wrote:
Yes please! It would make picking one to match a group much quicker. As is, people keep their own spreadsheets to sort out which scenario is which tier at a glance, but they really shouldn't have to do that.

I agree with this 100%. A tier designation in the modules name ore something would help a ton when selecting which scenario to purchase.

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Eric Clingenpeel wrote:
Ok, there's this new thing going around called Sarcasm? Have you heard of it? because I'm pretty sure that's what he was going for in that post. At least that's how I read it. <shrug>

Didn't you get the memo? The internet has absolved sarcasm in all forms. Everything in this thread is literal. If you haven't learned by now that Fear the Boot is a podcast full of hosts with no sense of humor who love Rifts and Larping, but abhor FASA Star Trek and Battletech. On top of that all they talk about is crunch. OMG if they would only let loose and RP a little. Geesh!

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Another factor relating to the windows of the Blackros Museam durning the Pnumbral Accords scenario is that due to the nature of the planar conjunction, PCs looking into the museum from the outside would only see the aspects of each room tied to the material plane. The shadow plane elements would not be detectable to an individual who has not crossed the building's threshold.

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Midnightoker wrote:
Eric Clingenpeel wrote:
AvalonXQ wrote:
Also, since crits are more luck-based than other things, there are a lot of abilities (fate and luck abilities, curses, etc) that can force the character to re-roll that critical threat.
Yeah, like high level pugwampi witches with the misfortune hex... ;)

when do those release??

I am sooooo positive its in the new bestiary 2... possibly the cover art

are they statted somewhere else already?

Legacy of Fire Adventure Path, Volume 1 has stats for the pugwumpi, an excessively annoying creature that makes all around it roll 2 d20's and take the worse result. Unspeakable evil, I tell you, use with caution.

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Please reinstate all of my subscriptions, charge my account, and ship, thanks. I appreciate your willingness to help with this manner.

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Thank you for all of the great material that has been coming out this Summer. The Gamemastery Guide has been a delight to read.

I noticed on my subscriptions page that 2 adventure paths and the Advanced Players guide are expected to ship late July. Would it be possible to hold my payment until July 30? This would help my financial situation greatly. Thank you so much.

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Thank you Cos. I haven't the slightest why things came up NSF the first time you ran the debit. I had in excess of $200 in the account according to my online banking. It would appear that all is well now though. Huzzah!

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Greetings. I want to start by commenting on what wonderful service I have received the past year and change I have been a Paizo subscriber.

That said, I've noticed that Council of Thieves 6 of 6 does not appear currently anywhere in my subscription schedule. I was charged and received volume 5/6 back in January. At that time part 6 of 6 was listed as a February shipments. Now February has passed and the subscription schedule for March lists Kingmaker 1 of 6, but bears no mention of Council of Thieves 6 of 6. I have been away from your message boards for a few months as work and personal issue have been taking much of my time and I apologize if I've missed an official announcement of the products delay. I just want to ensure that I have not been skipped over. Thanks in advance.

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If you read the rules very carefully you will see that the only limiting factor here is money available >100,000gp is a LOT and the appropriate spellcraft skill. Caster level does not factor in in this case.

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I'd like to take a second to expouse the virtues of MapTool. It is designed to work as a server so that many people can play online together, but it also allows you to export anything you create in an image file. This not only allows you to print your maps, but you can then upload them to a hosting site, such as photobucket, which makes it great for PbP games!

Some say it's difficult to use but there are like 20 video tutorials up on the RPTools site that hold your hand step by step. The biggest and perhaps strangest facet of maptools is that the program itself comes sans image library. Luckily the tutorials will point you towards millions of user created images for the program.

I have been using this FREE program for a PbP on these boards. I have been extremely happy with the results and my players are astonished with the map quality, not to mention the uber cool lighting effects.

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Carrion Hawthorne wrote:
What is Asatru? I can look it up, but I prefer it directly from the source. I have no affiliations, I am Spiritual (relgious science).

Asatru, literally means remaining true to the Ases or Asir, the ancient Gods of Germanic Folklore. It is a re-constructionist religion as only a few carved stones and woodcarvings exist into the modern age describing our sacred rites and observances after the Christian cleansing during the early part of the last millennium. I prefer to view myself as a modern day barbarian, embracing the technology and ways of the present while still honoring the traditions and beliefs of my ancient ancestors. For more information venture Here.

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Odd that this wasn't specifically addressed in a sidebar somewhere seeing as the iconic Lini, in the module is a small-sized character. Honestly, I would just rule that the spell adjusts the size of any equipment worn at the time of casting.

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Kcinlive wrote:

However, a familiar is supposed to be more important for a witch then a wizard. As it stands I can see the witch's familiar being little more then a living spellbook. I mean do you really want to risk the depository of a significant amount of your power to destruction by sending it into battle? Things will/may change once the familiar is able to do more things like cast spells.

Maybe add in the ability for the witch to take damage in place of the familiar similar to what the summoner/eidolon can do? Maybe if the familiar is about to take damage enough to kill it, the witch can take the damage instead? Or at least allow the familiar a certain amount of negative hp before it dies.

Just some thoughts,

-Kcinlive

I would suggest the following, considering the relative lack of power and risk of death in a witch's familiar: 1)Take a toad familiar, place in pocket. 3)Only remove daily to be granted spells. 4)After level 7 take the improved familiar feat and get a pet that doesn't suck. After this has been done, remove familiar from pocket as desired.

IMHO a witch's familiar is no more useful than a wizards spellbook until after a point that they can be upgraded and imbued with spells.

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After digging I found my sidecart in my account options. Thanks again.

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One last thing....

I am having difficulty ascertaining how to remove items from my sidecart and recombine them into a single shipment, sans AP, of course. Is this as simple as temporarily checking the "never hold anything" button on my subscriptions page, or is this something customer service has to do once the orders have all been combined as I have?

Thanks again,
Aaron

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Thank you very much Lisa and Cos. I'll go ahead and have them shipped now just to be safe.

Happy Holidays one and all!

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Greetings Fearless Paizo Staff,

I have several items I have added on to my December monthly shipment. The question I pose to you is this. Many of the items added to my order are holiday gifts. Will they be shipping before the holidays?

Thanks,
Aaron

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Feralas wrote:


My real worry is that the elves aren't actually being really nice and grateful to the Pc's, I think they'll kind of finally snap when the get attacked by the elves in A Memory of darkness.

My PC's did not take this well either. Although this encounter did allow them to realize that the Winter Council exists and seems to be their main political adversary and not the Elven government as a whole.

Feralas wrote:
And when they have the interview with the queen I think they'll get really annoyed at that adviser guy (forgot his name)

My group took to calling him Wurmtongue. Ha ha.

Feralas wrote:
Generally they are actually really annoyed at the fact that why aren't the elves doing this all themselves? why didn't Kyonin teleport in several high level elves to smash the drow in Celwnyvian? why didn't they send more high level elves into Zirnakynin? and eventually why aren't the elves going to send in yet more powerful elves into the land of black blood?

In the end most groups will have plenty to hate in general about elves. I think one thing this AP did well is to reveal that Drow exists but as things unfolds it tends to get the point across that all elves dark or surface have the shared base nature. It may be filtered and changed through different alignments but they share a common societal root.

In the end, if it wasn't for the fact that the future of the entire world was in the balance, I don't think my PC's would have played ball at all.

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Clegg was one of the coolest NPC's I've run in a long time. From the get go, one of my players rolled a dual wielding rogue named Eldon... Zincher, Clegg's nephew. That put him completely within the Saul, Lavender, Zincher triangle and it was lots and lots of fun. The roleplaying quality was better in my group during the first AP than it ever was again. If I could turn back time and do it all over again, I'd start the AP using the slow advancement rules add in a ton of additonal material to Riddleport and finish the AP after AP3 and have the characters actually save the world in the Celwynvian and ignore the rest of the AP.

Once we got about half way through Zinarkaykin, my players just kinda disengaged from RP mode and I haven't been able to get them back in the mood since. The tabletop battles have been great and the overall story has been good, but the rest of the AP just seems to lack "heart", I guess.

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Monsters with the Grab ability pretty much have to be able to maintain a grapple as a free action. Otherwise, none of the general tactics of these monsters work. The Frogemoth was obviously designed to grapple an entire party of four simultaneously, eating them one by one each round. I don't suppose we could get an official ruling on this?

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Bryan wrote:
AlKir wrote:
I hail from Gratiot County in Mid-Michigan. I've lived many places about the state. Went to University at Michigan Tech for a good 6 years. Most beautiful place on earth next to New Zealand, I swear! Still game once a week. Used to game twice a week, but my Monday night game broke up to do to a good many of my gaming members in that group becoming unemployed and heading back to school after 30... I am just thankful to be employed and still have one regular gaming night each week. If you wanna see what I do IRL, check out our webpage at My Job
Cool! Another Huskie! If you don't mind my asking, what years did you attend?

I attended MTU from Fall 1997 - Summer 1999 Then again from 2003-2005.

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Greetings all,

I am currently enthralled with two things new to me. First is the software package maptools. I have begun using it to create detailed maps for the PbP games I run. It is magnificent. In learning the software, however, I have become ensorcelled with it's features. It honestly looks like a really awesome medium for playing RPG's online in real time.

At the same time, I have also been looking heavily into Pathfinder Organized Play. Having heard of living campaigns for years, it wasn't until PFS that I have taken the time to thoroughly check the concept out. With that said I am also quite impressed. It seems to be a really neat system of tying many campains together and as a 20+ year veteran of D&D I'd really like to try on this type of gaming experience.

Now ideally, I would like to find a group that is already playing PFS organized play via maptools that has room for one more weekly player. This would allow me to get acclimated to both organized play and the maptools format gradually without the responsibility of gamemastering. However, after scouring message boards for many a week now on the topic, I am finding it to be very elusive. So as with all means of online RPG play, game masters are exceedingly difficult to come by. I'd have to guess the ratio is somewhere around 50:1. Thus, like always, if you wanna play a game online you've got to run it yourself. (Sadly)

Now, I'm generally considered an experienced and competent DM. This sort of things happens when your first RP experience was being charmed by Bargle in 1988! This being said, I'm a bit apprehensive about starting both an organized play game and a maptools game for the first time without amazingly patient players, so this is what I'm proposing...

If any of you out there play on a regular basis via maptools, I am looking for an invite to WATCH a game or two. I think this will allow me to learn more of the subtle operations of maptools without overly frustrating my first time players to be. Better yet, if you have an organized play game going over rptools that has a slot open, send me an invite and I promise that I will give 110% and you will not be disappointed. Lastly, if any of you have advice on organized play in general, it would be much appreciated.

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Enpeze wrote:
The Chelish Inquisition wrote:
A good depiction of a Chelish soldier is on the cover of LB1: Tower of the Last Baron. He's about to end up with a sore back.
So its primarly a kind of typical medieval soldier in a red/black surcoat? I find this a little bit unimaginative.

For a soldier? Not at all. Just a realistic portrayal. Standard issue for a common foot soldier was sparse no matter the region or the time period. Now as to officers now thing chaos warrior style or anything else outlandish and visible.

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jakebacon wrote:
I'd say the meteor hammer from the same player's guide is closer to being a "spiked chain replacement" than the scorpion chain; 10 foot reach, d8 damage, TWF or a shield bonus to AC, trip/pull maneuvers. It's very versatile and even has more solid roots in real-world weaponry than the spiked chain, if that's something that concerns you.

Note that the converted meteor hammer for Core no longer threatens adjacent squares and has been nerfed in the same ways as spiked chain.

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I would place my bet on a high level cleric of Sarenrae along with the aid of her companions. Having the help of Sarenrae's herald wouldn't hurt too.

The way I see it, if Sarenrae was capable of dealing the final stroke to Rovagug and thus ascending to godhood. It only makes sense that slaying the most powerful of his spawn is a task due to her most devout followers.

If it were my choice, I'd have the Tarrasque slay the Herald in the battle just as the PC Cleric deals the killing blow with his hard earned Burning Scimitar of the Sun artifact, and thus by doing so ascend to become the new herald of Sarenrae.

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Tensility&Momentum wrote:


She's lived in the monastery, studying and training all of her young life, never having left its walls. Now that she's become a young adult, the head monk has decided to send her into the world outside of the monastery.

For a bit of a twist, I'm thinking of her journey beyond the monastery walls as having a bit of a Rumspringa flavor to it.

That's a really cool character concept. I just might have to steal that one sometime.

It's odd that Rumspringa has popped up a couple of times in the past week. I was listening to a radio program where the journalist was interviewing several Amish teens undergoing the rite to capture their perspective. I was amazed to hear that the Amish claim that like 90% of their youth come back to their religion. I also found it ironic that as a whole the Amish technically encourage underage drinking in the US as experimenting with alcohol becomes a big part of Rumspringa for most teens, yet the rite ends at 21.

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I'm interested. I've had a character concept for awhile that I'd like to bust out and play. His name is Binjion Franks, a Neutral Cleric of Pharasma. In his current community he fills the role of both undertaker and deliverer of babies. He has a concerted hatred for the undead as they disrupt his god's balanced view of life and death. This was fueled by the death of his brother and sister at the hand of a pack of ghouls when Binjoin was a child of 7. In fact, he has taken an oath to a secret society of Undead Hunters to pursue an eliminate any such threats to the fabric of reality. Understanding of magic and the supernatural, Binjion, however, places great trust in the powers of logic and reason. Although deeply rooted in the divine, he is a man of science. (Not that that word is in use or has been coined yet) Think Ben Franklin with divine power. He does not refer to himself as a priest and although he gives thanks to Pharasma for the healing aid bestowed, he refers to himself as a "doctor".

Stats available, of course, upon acceptance/request.

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Hartbaine wrote:

So... just make a Shifter Prestige Class for Pathfinder.

Use it to further augment the shifting powers a druid already has.

I'm halfway there. I have a player who is really, really wanting to take the Master of Many Forms from the Complete Adventurer. He, however, understands the changes to wildshape introduced in Pathfinder and knows that in combat he will be a support fighter similar to a rouge, monk, bard, or ranger (Debatable wether or not its a front line fighter now). I've included it below. Major drawbacks include the need to design a whole new slew of sorcerer/wizard polymorph spells to support things.

Master of Many Forms(A Work in Progress)

Spoiler:
Master of Many Forms
Hit Die: d8
Requirements
Feats: Alertness, Endurance
Special: Wildshape Class Feature
Skills
Class Skills: Acrobatics, Climb, Craft, Diplomacy, Disguise, Handle Animal, Knowledge Nature, Perception, Spellcraft, Stealth, Swim, Survival
Skill Points at each level: 4 + Int Modifier

Level Base Atk Fort Ref Will Abilities
1 +0 +1 +1 +0 Shifter's Speech, Wild Shape(Alter Self).
2 +1 +2 +2 +0 Wild Shape (Beast Shape II), Wild Shape (Elemental Body I)
3 +2 +2 +2 +1 Fast Wildshape (Beast Shape III)
4 +3 +3 +3 +1 Wildshape ( Elemental Body II, Form of the Fey I)
5 +3 +3 +3 +1 Wildshape (Vermin Form I)
6 +4 +4 +4 +2 Wildshape (Abberation Form I, Elemental Body III, Form of the Fey II,
7 +5 +4 +4 +2 Extraordinary Wildshape, Wildshape (Plant Form I, Vermin Form II)
8 +6 +5 +5 +2 Wildshape (Ooze Form I, Abberation Form II, Form of the Fey III, Form of the Dragon I )
9 +6 +5 +5 +3 Wildshape (Giant Form I, Plant Form II, Vermin Form III)
10 +7 +6 +6 +3 Evershifting Form, Wildshape (Ooze Form II, Abberation Form III, Form of the Dragon II)

Class Features

Weapon and Armor Proficiency: Masters of many forms gain no proficiency with any weapon or armor.
Shifter’s Speech (Ex): A master of many forms maintains her ability to speak normally (including verbal components of spells) regardless of the form she takes. Furthermore, she can communicate with other creatures of the same kind while in wild shape, as long as such creatures are normally capable of communicating with each other using natural methods.
Improved Wild Shape (Su): A master of many forms may use her wildshape class abililty an additional time per day per each class level gained.
Fast Wild Shape (Ex): Starting at 3rd level, a master of many forms can use her wild shape ability as a move action, rather than as a standard action.
Extraordinary Wild Shape (Ex): Starting at 7th level, a master of many forms gains the extraordinary special qualities of any form she assumes with wild shape.
Evershifting Form(Su): A 10th-level master of many forms has reached the pinnacle of her shapechanging abilities. She gains the shapechanger subtype and becomes immune to any transmutation effect unless she is willing to accept it. In addition, she no longer takes ability penalties for aging and is not subject to magical aging, though any aging penalties she already may have taken remain in place. Bonuses still accrue, and a master of many forms still dies of old age when her time is up

New Spells

FORM OF THE FEY I
School transmutation (polymorph); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a mushroom or a fresh picked wildflower)
Range personal
Target you
Duration 1 min/level (D)

You assume the form of any small sized creature of the Fey subtype. You gain a +2 size bonus to Dexterity and a +4 dodge bonus to AC.

FORM OF THE FEY II
School transmutation (polymorph); Level sorcerer/wizard 6
Casting Time 1 standard action
Components V, S, M (a mushroom or a fresh picked wildflower)
Range personal
Target you
Duration 1 min/level (D)

You assume the form of any small or tiny sized creature of the Fey subtype. You gain a +4 size bonus to Dexterity and a +4 dodge bonus to AC.

FORM OF THE FEY III
School transmutation (polymorph); Level sorcerer/wizard 7
Casting Time 1 standard action
Components V, S, M (a mushroom or a fresh picked wildflower)
Range personal
Target you
Duration 1 min/level (D)

You assume the form of any small sized creature of the Fey subtype. You gain a +6 size bonus to Dexterity, a -2 size penalty to Strength, a -2 size penalty to Constitution and a +6 dodge bonus to AC.

VERMIN FORM I
School transmutation (polymorph); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a dried insect husk, or bit of carapace)
Range personal
Target you
Duration 1 min/level (D)

You assume the form of any small or medium sized creature of the Vermin subtype. You gain a +2 size bonus to Strength and a +4 natural armor bonus to AC.

VERMIN FORM II
School transmutation (polymorph); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a dried insect husk, or bit of carapace)
Range personal
Target you
Duration 1 min/level (D)

You assume the form of any large sized creature of the Vermin subtype. You gain a +4 size bonus to Strength and a +4 natural armor bonus to AC.

VERMIN FORM III
School transmutation (polymorph); Level sorcerer/wizard 5
Casting Time 1 standard action
Components V, S, M (a dried insect husk, or bit of carapace)
Range personal
Target you
Duration 1 min/level (D)

You assume the form of any huge creature of the Vermin subtype. You gain a +6 size bonus to Strength, -2 size penalty to Dexterity, +2 size bonus to Constitution, and a +6 natural armor bonus to AC.

Obviously the next thing to do is to study the abilities granted by the various polymorph spells to determine which types never become available, and those that do with what progression in the chain. If anyone has witnessed one such thread from a Paizonian where the philosophy behind the which abilities are granted and which are not, I'd be most appreciative.

Dark Archive

TriOmegaZero wrote:
What exactly is the purpose behind Alistraxia's inclusion in the adventure? I think it can be used for plot hooks to build off of, but it seems rather weak.

Reply contains spoilers for the Second Darkness AP:

Spoiler:

In my opinion, the nefarious marilith was included in the final adventure to show the PC's that even with the power they have honed and amass, they are still no match for a Demon Lord of Golarion. Going into the final part of the AP, my character's chests are puffed up so large they are about to float. Just about everyone has an AC over 30 now and our archery focused fighter can dish out over 100 points of damage dependably each round.

So they fight valiantly against Allevrah and her forces, come out the other end victorious to find a demon lady that they cannot and should not kill. And what does she do? She explains that her evil masters are all powerful and that they are amused by todays events. Basically telling the PC's hey, you guys put on an entertaining show! What? Why am I not upset? Because all that you've done doesn't matter one iota in my master's plan. And oh by the way if you feel like giving up and joining the wining side, take the formula for plucking stars and hide it in a major library. All will be forgiven and hey, maybe we can hang out some time. mwuhahaha.

Okay, I digress, but Paizo makes use of this tactic twice in the AP. Once at the end to show the party that the Demon Lord hasn't been stopped, hell hasn't even missed a step. The other time is in AP 4 when they confront Alcanviss Vonnarc. She plays the same game but with the angle of the omnipotent power of the drow race.

I honestly, see the purpose for both encounters, but don't expect them to make your PC's happy. Their intended purpose is quite the opposite.

Dark Archive

Garen Dayle wrote:
And holy crap that compass is 30 bucks? Seems like a stick and string could accomplish the same thing.

You would think it would, wouldn't you? We tried just that and got horrible horrible results. Eggs was the best we could do. Not one true circle to be had.

Dark Archive

lostpike wrote:
Ughbash wrote:
On a side note, dire weasels were just nasty...especially when you advanced them to large, and gave them a few druids to back them up with animal growth...just scary how powerful and how many you could have at a low CR...

Indeed! There was an adventure published in the latter days of Dungeon Magazine that featured a tribe of dragon worshiping kobolds and their pack of vicious, advanced, large Dire Weasels. Having a large sized creature that can squeeze through tunnels built for small characters is truly frightening. Not to mention what happens to your medium sized tin can fighter when he gets flanked by two said beasts in one such tunnel. It ain't pretty...

After being nearly routed by a pack of kobolds with weasels at 12th level had my players less than amused. :D

Dark Archive

Garen Dayle wrote:
You could also probably just make your own battle grid on a sheet of posterboard and have it laminated at kinkos or something. They actually have those big drafting printers.. you could probably even just go there and tell them you need a 1-inch grid pattern in whatever dimension and then have them laminate it. I can't imagine it would be more than 10-15 bucks.

Which is the same price as a Paizo flipmat after shipping charges in most cases. FYI.

Also, since we're on the subject... Is there any chance we could get the cartographers from the Second Darkness AP rounded up by the Spanish Inquisition and made to sit in the comfy chair while beat with pillows until the relent and promise never to draw a circle again. You insane people drove us to buy a white board compass by the third volume of the adventure path. My characters have grown to hate golarion elves because of their alien, self-centered, xenophobic behavior. I have come to hate Golarion elves, as a GM, because of their insane, arc-obsessed architects! By the end of the 3rd installment we thought we were pretty smart with our handy compass... only to move on to Endless Night and find everything transformed to ovals and tear drops in Zinarkaykin. Damn, damn you to hell! J/K

Seriously, Paizo makes some of the most attractive maps in the industry. Now if they'd only send me a digital projector for the holidays.

Dark Archive

Purple Dragon Knight wrote:
Dennis da Ogre wrote:
Purple Dragon Knight wrote:
Man I love the new druid. This is quickly becoming my favorite class. One of my fave is to encase all enemies in a circle-shaped Wall of Thorns, shifting into Huge Triceratops form, and then crossing through the thorns to TRAMPLE THEM ALL!!! (finishing the round outside the circle of course, MUHAHAHAHAHA!)

You do know that you can't use your Woodland Stride ability to move through a wall of thorns don't you?

Hmm... never mind there is a specific exception Hmm..

Yes.. indeeeeeeeeeeeeeeeeeeeeeed! :)

Yep I have a druid and a ranger/dervish in my Second Darkness game and they quite often make use of this tactic. The ranger ties half the battlefield up with Wall of Thorns. The druid then concentrates his spellcasting on the enemies not in the thorns along with the Wizard, Cleric, Monk, & Fighter. Meanwhile, the ranger/dervish uses her woodland stride to slip into the wall and begins dancing and chopping everyone inside to bits over the next few rounds. Very effective against all opponents who lack above average strength for their level or have the woodland stride ability themselves.

Dark Archive

A Man In Black wrote:
Lots of stuff about a shape shifted druid taking on a creature of equal CR to druid level in single combat.

I just wanted to take the time to point out that your analogy is horribly flawed. I must remind you that a CR5 is meant to be a _challenge_ for _four_ characters of 5th level or equivalent. It is meant to be a _challenge_ for _six_ characters of 4th level.

Telling me that a druid is weak and useless because it can't shape shift and whip the backside of a creature meant to be a challenge for him and 3 of his companions makes me really wonder what kind of game you're playing. Would a single 5th level fighter have a chance against a dire lion in single combat? His AC may be higher but his HP won't be much different and the CMD is spot on too.

Lets look at this from something more balanced. Let's pit the same druid against your average CR3. Now I'm not going to say that facing off against an Ogre with an AC of 17, 30 HP, a CMD of 18, and the ability to hit about 50% of the time for an average of 16 dmg is much better but it will be a much more even fight. As, it's supposed to be! The crocodile druid has more HP, an equivalent AC, a better chance of hitting the Ogre than the other way around, and most likely a higher CMB.

A group of 4 such Ogres is an EL of 7, which is extremely challenging for a group of four 5th level characters and the druid has a good chance of holding his own until more help arrives when the first party member kills their foe.

Just my $0.02

Dark Archive

lastknightleft wrote:
Countmein wrote:

As far as I know, yes.

Don't think of it as bleeding blood. Think of it more as recurring damage. Like a crack that is tearing open more and more of a skeletons bones or whatever.

and if it's an incorporeal undead?

3

Check the incorporeal listing, I'm pretty sure its immune to bleed and everything else a physical body has to worry about.

Dark Archive

Spacelard wrote:
Countmein wrote:
Nope. Tanglefoot bag just gives a dex penalty. The target also still has his full dex bonus, there is just a dex penalty that is added afterwords.

Tanglefoot bag: An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move.

If you are unable to move you're classed as flatfooted surely?

Not necessarily, there are several spell effects in the game that rob a character of the ability to move but still grant a full dex bonus. Daze and Hideous Laughter come to mind right away.

Dark Archive

Mikhaila Burnett 313 wrote:
Vaahama wrote:

i'm not too sure i understand CR rules about NPC with core class.

What would be the CR for a Kobold level 2 sorcerer => CR 1 or 2?

As I've seen in AP's, it would seem to be CR 1. Not sure why, but I think that's part of the Paizo rebuild of the CR system. CR is no longer equal to Class Level (what used to be ECL)

Would be very interested to hear something from one of the devs. *peers about*

In the strange world of RPG math, I think it works out to CR 3/4. I have not looked at the Core book in this regard, but in beta the CR of a creature with class levels was clvl-2 if that class was a PC class or clvl-3 if the class was and NPC class. So your CR 1/4 kobold with 2 level of sorcerer would work out to CR 3/4. 2Lvls of sorc-2=CR 1/2 + 1/4 for kobold= CR 3/4. It gets odd because CR 1 -1 = 1/2, while CR 1 - 2 = 1/4 CR1 - 3 = why bother...

Dark Archive

I hail from Gratiot County in Mid-Michigan. I've lived many places about the state. Went to University at Michigan Tech for a good 6 years. Most beautiful place on earth next to New Zealand, I swear! Still game once a week. Used to game twice a week, but my Monday night game broke up to do to a good many of my gaming members in that group becoming unemployed and heading back to school after 30... I am just thankful to be employed and still have one regular gaming night each week. If you wanna see what I do IRL, check out our webpage at My Job



Neil: I hope I have avoided any serious injury or scaring

The Stakes: Take massive injury from a hunt gone bad

Neil has been usually good out in the hunt but today every trap he set was spotted by his prey. A large predator known to the local populace as a Trihorn. It is an amphibious creature that has 6 legs and by it's name sake 3 horns on its head similar to that of a Terran triceratops. Its luminous scales are what sells for quite a lot and was the target of Neil's hunt. Thankfully he has pulled the beast away from its water habitat well into the jungle but now he is pinned down as the creature encircles him. He only hopes to make it out of this alive.

Fighting
Neil+alien hunter: 9d6 + 2d6 ⇒ (5, 4, 2, 2, 6, 3, 2, 1, 1) + (1, 2) = 29
Trihorn: 4d6 + 3d10 ⇒ (5, 5, 5, 2) + (10, 5, 2) = 34

The Trihorn leaps from the destroyed trap that Neil set going directly for his position, horns pointed forward.

Raise: 6+5 = 11 Remaining dice: 10, 8, 5, 4, 2, 2

Old Crow: I hope to god it works this time

The Stakes: Save the cryochamber and its patient

The alarm goes off, Crow jolts awake. That's bad, it's one of the cryochambers losing power. He runs into the main hall where the chambers are kept. He sees one of the chambers broken open and it has been ransacked. More thieves, it doesn't matter now as a life is on the line. Crow already lost someone else before he doesn't want to lose another, these people aren't ready to break out of their cryosleep. Not another, he can't lose another.

Non-Physical
Crow+Scientist: 7d6 + 3d10 ⇒ (4, 2, 4, 6, 2, 2, 6) + (1, 6, 7) = 40
Patient's life signs: 6d6 + 3d10 ⇒ (2, 5, 4, 2, 5, 6) + (10, 8, 10) = 52

The patient's skin is growing cold and she got herself cut on the broken glass from the chamber's glass panel. The blood is dripping slowly.

Raise: 7+6 = 13 Remaining dice: 6, 6, 4, 3, 3, 2, 1

Vincent: I hope I can do something to do something cool to impress everyone.

The Stakes: Impress the bar

After a bad hand or two at the gambling table and drink slowly coursing through his body Vincent has one of the greatest ideas. He needs to impress everyone, get people on his side, then maybe a few cards can slip by with no-ones notice.

Non-Physical
Vincent+Cards+Conman: 10d6 + 2d10 ⇒ (4, 4, 3, 6, 4, 3, 5, 3, 5, 5) + (3, 10) = 55
Audience: 6d6 + 3d10 ⇒ (2, 2, 6, 3, 4, 2) + (8, 7, 3) = 37

You start this one as you're trying to impress people.

Havardr: I hope I can finally understand that not all faces are honest, and that not all spoken words are truths.

The Stakes: Sort out a home on Baldur

Getting off the starship Baldur looks out to the small town they have arrived in. He doesn't even remember the name of this place but it is a new journey away from his old life. First he has to sort out his accommodation, he walks up to the town cartographer with his building allotment. First thing the girl does is looks at the chart saying: "Sorry mate, we can only give you half of what this says. Havardr knows that this is barely enough to build a one room hovel with half of that let alone a house, nor any room for his colt Gunnar.

Non-Physical
Havardr+Iron willed: 6d6 + 1d4 ⇒ (3, 1, 5, 6, 1, 2) + (3) = 21
Town Cartographer: 8d6 ⇒ (3, 6, 2, 1, 5, 2, 5, 5) = 29

Raise: 4+5 = 9, Remaining dice: 6, 4, 3, 2, 2, 1


Post here with your Aliases. This is the OOC thread.

Also please post a phrase beginning with 'I hope' for the character accomplishments and we will set about a conflict for each character in the gameplay thread that I will post shortly after everyone gets here.


Here for dotting, I will look over people's crunch during the evening and will begin posting proper tomorrow.


1 person marked this as a favorite.

For dotting purposes


1 person marked this as a favorite.

Hey all, I’d like to do an experiment for a game. I really like the E6 format for 3.5/PF and I would like to give DMing in mythic a try as well. So what I want to do in this game is combine the two. The players will be E6 Characters but gain Mythic tiers as well.

All the characters will start with one tier of Mythic and start at level 3. I would like to progress using the fast XP track and then by normal E6 rules (10,000xp per feat) once you reach level 6.

E6 works quite well to not require someone as a focused healer in the group and I will be giving out healing items in the game to compensate any lack of healing. I am looking for about 4-6 players for the game, I might choose to start with 7 as I know drop outs for PbP happens usually near the beginning. I will close applications on the 23rd or if I get way too many applicants.

I want to try and get varied paths, so I will be likely choosing at least an applicant for each path first before duplicating.

Anyway the Pitch:
“On the Isle of Terror in the Middle of Lake Encarthan a large shockwave of pure energy burst out of it in the previous few months. This has put the nations around the lake into a panic. Many hired and dispatched investigators both divine and arcane to figure out if anything bad has happened. A few months had passed and after much risk the nation of Lastwall gained a foothold on the isle. The island is a dangerous place as the isle is racked by continuous storms (natural and otherwise) and is evaded by all but the most foolhardy of travelers. Monsters and undead roam the island and the seas churn constantly around it, driven by powerful winds and pounding rain. Stories persist of especially brave or foolhardy pirates who brave the elements and the Isle of Terror's shore in order to hurriedly hide treasure somewhere on the land before quickly escaping. Some sailors have reported sightings of a rotten ship with tattered black sails, the Nixie's Pride, near the blighted island during a new moon.

The landing base is situated on Aroden’s Landing. After much deliberation the investigators found that there is something very wrong happening in the Well of Sorrows. The investigators are not well equipped to handle going in there and coming to conclusions themselves. They are much too afraid of the Wizard’s Pit and what it might hold. They have hired a group whose reputation precedes them, a set of ascended adventurers that have the tools to survive. You are that adventurer group, let’s gear up and challenge this Wizard’s Pit.”

Characters in Mythic 6
This is copy pasted from the document below.

Basic Rules
Character progression from level 1 to 6 is as per Pathfinder. With a few exceptions, you may multiclass once and you may not take any prestige class. Upon attaining 6th level, for each 10,000 experience a character gains, they earn a new feat. All allowed feats are within the Pathfinder core rulebook and advanced player's handbook, no other feats are allowed. Feats with unattainable prerequisites under this system remain unattainable.

As this is Mythic 6 we will start with one tier of Mythic. At reaching Level 6 you will face your 2nd trial to attain your second tier. From then on as you complete mythic trials you will advance up Mythic as per normal.

Allowed books
• Any Paizo source book.
• Races can only be chosen from Core and APG but can use the changes from ARG.

Character creation
At character creation you will start with 20 point buy, in addition you will be starting at level 3. All characters will start as young for their race.
You start with the first mythic tier.
You start with 3000gp which you may use to purchase mundane items, wands and scrolls. You may buy one magical item with that money (wands and scrolls don’t count).
Characters will start with 2 traits.
No 3PP material except Dreamscarred press.
Max hit dice at 1st level, average-rounded-up thereafter.
Evil characters are not allowed, too often it devolves into PvP.

General Campaign info
This game will be an exploration of the uncharted, a venture into a part of the world that no-one from Golarion has seen before. It will start off with some roleplay in Arolen’s Landing then a short dungeon crawl, and then a plane hop will occur. Though the pitch doesn’t state much about the plane hop there will be towns, places and people to talk to in that plane. So it isn’t just killings things in an alien world. The world you are going to is a very magical heavy world where the magic is deeply rooted even in the land. Expect a world that has different rules and nature to Golarion. (I’m stating the plane hop here as I want the expectation there that you will be going to an different plane as part of the adventure.)

Character background
The backgrounds should be relatively short (try to keep them within 500-600 words), I also require you to state in your backstory how your character ascended to Mythic tier. All your characters will be from Golarion but will start planar hopping from the get go. Before the start of the campaign you will know and have worked with the other PCs chosen, I have something in place so we can connect up the backgrounds together.

Link to houserules and extra feats

Mythic 6

If you wish to play a class from Dreamscarred press, I will make some E6 feats for them as they aren't currently in the above document.


Hello all,

I am just testing the waters here to see if there will be some interest in running a Serpent Skull game in 13th Age.

I will likely only really be doing the first chapter of 6, as I'd like to get used to DMing in 13th Age as it looks like an all around fun system and far lighter than my regular crunch heavy games. If the players who have stayed on are having fun and are willing I will continue to run through the modules.

To keep up tempo I would like the posting to be regular, about 1-2 a day if you can manage it.

If there is enough interest, the game will start at level 1 and you will level to 2 about midway through. Ending the campaign at that level. (Of course if the game carries on the group will level at least once per module)

For those that don't know about 13th Age

13th Age is a OGL product that takes the spirit of D&D and simplifies them quite a bit. Not to say it dumbs them down, more that it streamlines combats and streamlines skills, amongst other things. If has just enough crunch to satisfy my need for numbers but maintains the magic the is D&D. It only has a core book at the moment which has the basic D&D/PF classes except Monk and Druid (They are coming in a splat later). It has many mechanics to make characters feel unique and it has different complexities between the classes.

For those that do know about 13th Age

The icons of course need to come in, and this adventure path runs in Golarion. So what I shall do is keep the names of the icons but of course change them to be different people that are already in Golarion.

Anyway if people are interested leave a note here!


Placeholder


Okay so we're back down to 3 again, I don't want to disappoint people so as long as people keep up a good posting schedule I'm sure I can make the adjustments for this to run smoothly. I just want everyone to post their completed characters here to check in then I will post the opening scene.


While once news reached the Free Citystate of Gate Pass by weekly teleporting courier, that channel has gone silent, and now news travels by the old routes of rumor — travelers from the outside world. You might be one of those travelers, or a concerned native of the city, but you have heard the rumors. Emperor Drakus Coaltongue, ruler of the
mighty Ragesian Empire which lies to the west of Gate Pass, has been slain in a distant nation, or so the rumors say. Of course, the rumors once said that Coaltongue was immortal. However, no one doubts
the tales of armies mustering in Ragesia, with orders to secure the borders of the empire at this time of weakness and uncertainty. And from Shahalesti, the elvish nation east of Gate Pass, the rumors say its ruler seeks to claim the vulnerable Ragesia for his
people.

Gate Pass sits alone in its mountain pass, one of the few safe routes between these two nations — Ragesia and Shahalesti. For weeks people have been saying war would come to Gate Pass, and now the rumors are true.

In War of the Burning Sky, you will have the chance to fight in a war of mythic proportions, and determine the fate of many nations in its aftermath. Ever-escalating conflicts, powered by mighty magic
and fervent faith, threaten your freedom and lives, and even the world itself.

Driven by the dogs of war, you will head for a distant safe haven, a mages’ school named Lyceum, which has sent up a rallying cry for those who wish to resist the warmongers. You will have a chance
to form alliances, to build an army, and to uncover the strange secrets that underlie the conflict. As the war reaches a climax, powerful magic will threaten to scorch nations, or sunder them into nothing but
nightmares. It will be up to you to bring the war to an end before only embers and ruins remain.

-----------------------------------------------------

I currently have 2 players signed up and ready to go, I am reopening this as we do want to play but need a full group to run. Radiance RPG has the advantage of not needing the traditional 'roles' in the party so you can play any combination of race/class/theme and you'll fit right in.

The game hasn't started yet so you won't be missing anything by joining now.

I wish to run a PbP game here on the forum for Radiance RPG. A free RPG you can find online that is great modular system that still has the good old Dungeons and Dragons feel.

I would like to keep a Radiance game running having just finished 3 campaigns (2 as a GM, 1 as a player) and I'd wish to publicize it as much as I can.

It can be found here: Radiance RPG

I shall be running it in a converted AP from Enworld called "War of the Burning sky", there is a players guide here on Paizo's site for more information.

Found here: Player's guide

We won't be using the extra pathfinder rules found in that document however information about the power groups, myths and general info will still be the same. I will be creating one faction ability per faction that you can trade in one of your racial abilities for if you choose.

The game will begin at Level 2 for Radiance Characters, you may pick any theme, class or race found in the base Radiance book.

On the Facebook Radiance page there are several other classes currently in playtesting phase, if you wish to play one of those run it by me first.

A Few house rules:


  • All variations of craft magic item are banned.
  • Multiclassing is an optional rule and we aren't using it.
  • You may not gain abilities from Invoker unless you are an invoker.
  • Wounds do not cause you to be dazed.
  • You may not use the same swift action ability more than once per turn.

If any of the rules of the game feel unclear or hard to interpret you can ask for clarifications as we play.

For those that know the AP I will be running the reduced length version so we won't be going that far into levelling, especially considering it would be the first run-through for people signing up.

Once I have 2 more signups with completed characters, I will start the game. Any more I get extra will be allowed to join as well, if I am fortunate enough to get 7 players total that will be my maximum.


While once news reached the Free Citystate of Gate Pass by weekly teleporting courier, that channel has gone silent, and now news travels by the old routes of rumor — travelers from the outside world. You might be one of those travelers, or a concerned native of the city, but you have heard the rumors. Emperor Drakus Coaltongue, ruler of the
mighty Ragesian Empire which lies to the west of Gate Pass, has been slain in a distant nation, or so the rumors say. Of course, the rumors once said that Coaltongue was immortal. However, no one doubts
the tales of armies mustering in Ragesia, with orders to secure the borders of the empire at this time of weakness and uncertainty. And from Shahalesti, the elvish nation east of Gate Pass, the rumors say its ruler seeks to claim the vulnerable Ragesia for his
people.

Gate Pass sits alone in its mountain pass, one of the few safe routes between these two nations — Ragesia and Shahalesti. For weeks people have been saying war would come to Gate Pass, and now the rumors are true.

In War of the Burning Sky, you will have the chance to fight in a war of mythic proportions, and determine the fate of many nations in its aftermath. Ever-escalating conflicts, powered by mighty magic
and fervent faith, threaten your freedom and lives, and even the world itself.

Driven by the dogs of war, you will head for a distant safe haven, a mages’ school named Lyceum, which has sent up a rallying cry for those who wish to resist the warmongers. You will have a chance
to form alliances, to build an army, and to uncover the strange secrets that underlie the conflict. As the war reaches a climax, powerful magic will threaten to scorch nations, or sunder them into nothing but
nightmares. It will be up to you to bring the war to an end before only embers and ruins remain.

-----------------------------------------------------

I wish to run a PbP game here on the Forum for Radiance RPG. A free RPG you can find online that is great modular system that still has the good old Dungeons and Dragons feel.

I would like to keep a Radiance game running having just finished 3 campaigns (2 as a GM, 1 as a player) and I'd wish to publicize it as much as I can.

It can be found here: Radiance RPG

I shall be running it in a converted AP from Enworld called "War of the Burning sky", there is a players guide here on Paizo's site for more information.

Found here: Player's guide

We won't be using the extra pathfinder rules found in that document however information about the power groups, myths and general info will still be the same. I will be creating one faction ability per faction that you can trade in one of your racial abilities for if you choose.

The game will begin at Level 2 for Radiance Characters, you may pick any theme, class or race found in the base Radiance book.

On the Facebook Radiance page there are several other classes currently in playtesting phase, if you wish to play one of those run it by me first.

A Few house rules:

  • All variations of craft magic item are banned.
  • Multiclassing is an optional rule and we aren't using it.
  • You may not gain abilities from Invoker unless you are an invoker.
  • Wounds do not cause you to be dazed.
  • You may not use the same swift action ability more than once per turn.

If any of the rules of the game feel unclear or hard to interpret you can ask for clarifications during the application process.

I will leave applications open for one week or until I feel I have too many.

I am looking for 4-7 players of any good mix of race/class variety.

Edit: Thanks for catching that Gobo, link updated.


I am looking to recruit 2 more players to join as replacements to an Epic 6 game I’m running. The rules to this Epic 6 game and a couple questions about them can be found in the recruitment thread here: Old recruitment thread

Post here with the application not the old thread.

A couple things to mention, Ninja and Samurai are allowed contrary to what I said at the start of that thread, as long as you play them as a Rogue or Cavalier. You can still use their mechanics, I just don’t want an eastern flavor in the campaign. Also the ARG (advanced race guide) is allowed too but we aren’t using the custom races.

The party is currently at level 3 and comprises of a Druid, Fighter/Magus, Sorcerer, Witch. So we have most of the bases covered so I have no preference to the classes that are picked as long as they adhere to the rules previously mentioned.

The story so far:
The party has arrived in Chamarel and they have been investigating disappears. They have met up with another adventuring party who are all members of the Devante family, a group of nobles from the border. They managed to convince them to meet up with their informant who provided them a map and information of the area.

The party then managed to track down one of the missing people and follow his trail. At the same time they also found a set of two people who were using that missing person as bait for them to follow to who was doing the kidnapping. The following day the party went to track down the man who ended up in a tower nearby town. They scaled the tower fighting through some enemies and mind controlled goblins. The kidnapped person was also mind controlled and they ended up releasing him from his mental prison. At the top of the tower the group faced a powerful creature called a mistfiend that gave them some hints to what was going on.

Returning to town after some questioning the party then left to investigate one of the mansions to the nobles that used to life in this area. They were also chasing another missing person but this one they doubt went missing for the same reason as many of the others.

This is where the party is now, the chosen applicants will be part of another adventuring party whose other members have died and are seeking to join up with the main group so they all have a better chance at surviving and at the reward.


Male Dragonborn Undying Mayor

"Hello my masters how are you all?" Old smoky gives everyone a good look over.

"I see your new clothing and armour suits you just fine, your minions worked hard to get you this stuff. You can thank them later by sparing their lives I'm sure" He gives a little chuckle.

"Oh me? I feel hurt, forgetting what I am... I am the undying mayor a pencil pusher with the power to regenerate from but a single cell. You all took your creations and made me so I could do the tedious work and so that you could .. erm.. [small] punish [/small] me indefinitely if you so choose. I also will not give in to torture, after all how do you torture someone that doesn't give into any form of pain? Hehe, your secrets are good with me."

He coughs "Unless you have any questions for me, shall we move onto business?"

Smoky Bill puffs the cigar stick he's been working on and walks over to a tactics table with the map of the continent on it. This will go up a lot later, sorry forgot to bring the document with me on the plane. The layout won't be that important for a while so don't worry.

He points to a battle line between Here be Dragons and Varien. "This is one of our major battlefronts, the Varien troops have lots of holy forces to stop a lot of the undead that is present. The magic golems are a bit more of a problem however." He places a small blacked crystal on the table with a imprint in the centre. "One of the skeletons gave his death to bring you this, this is what powers them. I am unsure what it is really."

Smoky combs his scales back "Other issues in the kingdom at the moment is of course, the .." He scowls "The adventurers, lowly creatures that they are. The have taken down are hardest hitters in the front line and scurried away I presume to enter our territory or as a delay tactic. I am unsure. They are being praised as heroes by the Varien troops, it makes me sick."

Smoky takes out a clipboard. "If you want advise about your troops at the front lines you best ask Diaz, he is the rogue general from Varien who has helped lead the troops in your stead. He is quite good at it or so the troops seem to tell me. I do not know for sure why he defected, he says 'to have fun' but there might be an ulterior motive. Lastly there are some forces that possibly have made it past the front lines as ever so occasionally our supply roots are disrupted. No-one is every killed or destroyed in the case of the undead but supplies are indeed stolen."

He puts the clipboard on the table "So, sirs and ladies. What is the plan? If you need to know what we have to use please ask, I might know areas that we can get some resources to use but of course some services require good coin or favours."


Male Dragonborn Undying Mayor

Hello all, will be placing a FAQ of questions in the recruitment thread in the description shortly. I just wanted this open so that you may post. I shall be doing checks of your final builds and will help people into getting their ideas fleshed out. I will also direct you to make good builds (if you want), all in all I want you guys to feel awesome so I will help everyone accomplish that. Gameplay won't start until I have everyone sorted. I will post as much as I can to get this sorted as quick as possible, I will have a lull in posting on Saturday as I'm flying but will continue posting when I land.

Welcome to Here be Dragons, are you ready to conquer the world?


Basic Premise and background:
You are a group of evil overlords that have spent the last few years conquering the lands of the old Kalvian plains. You have turned it into your own little deadly paradise called "Here be Dragons! (Keep out or we kill you.)"

There are two other major countries standing in your way between you and world domination. The Empire of Varien and the Kingdom of Nazca. The Empire of Varien, mostly made of dwarves who are devout worshippers of Erastil. The Kingdom of Nazca, an elven empire filled with magical elves that use powerful devices to keep out invaders. Kalvian the kingdom each of the evil overlords is from was once a nomadic kingdom, with many different races and creatures move across its expanse of land. Now however it is a kingdom built upon the corpses of those that wouldn't bend the knee to your power.

Conquering and pillaging was going well. Until one day you get a report of something stopping you at the battle lines near the Empire of Varien. What's this? An adventuring party? Mystical ancient weapons thwarting your minions? Bother this nonsense! If you want something done you have to do it yourself! We are the evil overlords and you will see our strength, pesky adventurers!

Summary: You are evil overlords, the defacto BBEG. An adventuring party has come to thwart your evil plans! What do you do?!

A Dragonborn red in colour with a wonderful amber hue suit walks into the welcoming chamber to the new capital of Kalvian, or rather Here be Dragons.

Hello there Sirs and Madams, I am you dutiful servant, Old smoky Bill" He gives a courteous bow.

"I have been keeping records of your wonderful exploits however I do require for at least the moment your new overlord names and details to be put down on paper." He holds up his hand. "Now now, I know you don't like doing this but it is what you created me for." He stares forward as if listening to someone. "You may shoot me full of holes later sir, let us get the boring paperwork out of the way first. I will only regenerate at your feet further delaying you from your work." Old smoky brushes his suit a little.

"I also have grave news from the front, our advances into Varien have been halted by a group of 'adventurers' they call themselves. Uncouth louts that have been thwarting your minions advances. They should roll over and be conquered really but they are not going down easy I'm afraid." He walks over to a tree in the foyer and breaks a small branch off of it. Bill puts the branch in his mouth and lights it ablaze with his breath and starts to smoke it.

He sits opposite the evil overlords and takes out a ledger. "Now onto business. I require your current residence, your name and your .. erm.. 'occupation' will suffice." Old smoky places the branch in an ash tray.

"Any questions good sirs and madams? ... oh sorry you should possibly read the 'how to fill out this form' at the bottom of the page first." Smoky then reclines back into the chair he's sitting in waiting for the replies.

Note: This is not a serious campaign, this is silly, off the wall fun. Even the most serious villains that have entered this campaign eventually become cartoony. That doesn't matter though, embracing the zaniness of the world is the first thing you need to do.

I am looking for around 6 dedicated players for a PbP game to play as BBEGs in the crazy world of Ortervia

I will close applications if I get too many entries or the 28th of March, whichever comes first.

How to fill out this form (Character Creation):

Alignment
Must be evil, although all alignment restrictions on class are going out the window. So you may play a paladin just fine.

Allowed books
Any paizo stuff found on d20pfsrd is fine. 3.5 stuff will not be allowed. 3PP probably will be allowed but you need to pass it by me first and give me a source so I can look at the rules for what you need.

Character concept
All the PCs and thus BBEG must have some crazy facet to their character like: My arms were sliced off when I was but a child, though I studied in a monastery until I was big and strong. When my training was finished my technique using my face was honed to such a decree that I killed every one of my 'brothers' with nothing but my face!

If I don't see that there is some crazy facet present in your backstory or character personality I will ask you to add one.

Some things are not acceptable though: No rape, no baby eating, no bestiality. Just use common sense, a DM would not make a BBEG that made you question the DMs tastes, I don't want players in this instance to do the same.

Character classes
We will be using the mechanics of the classes though they need not be what the mechanics say they are. For example you can have a barbarian with a pogo stick and insane ranks in jump. He uses this to jump onto his foes and impale them with the jump of doom. The PC in this case could be in a dappa hat and a trenchcoat. Yet for the sakes of mechanics he is a barbarian.

In addition all characters will be Gestalt characters and thus very high powered.

For the sake of the application I do not require you to have a fully fleshed out build but at least an idea of one. If you have a concept that you can't quite place a set of classes to I will help suggest a direction.

Point buy
25 point buy

Wealth a.k.a Ka-Ching!
You guys own kingdoms so wealth is kind of a moot point, you'll have a resource stat similar to rogue trader in which to purchase land or armies. However personal equipment will use inherent bonuses and house rules so you can choose some select pieces of equipment. Read the house rule document for further details.

Starting level
Starting level is level 8 and characters will end up level 16 at most.

Pantheons
We shall be using the Golarian standard pantheon for the sake of powers/abilities/spells but you can choose to make up your own god.

One example we had a paladin who believed so hard that he was a god that he granted himself his own godly powers. Thus he became a servant unto his own ego.

Cities
Every PC entering the game comes into play with a single city with a theme they choose. For example we had one player who was a music specialist who used all manner of instruments with deadly tunes to kill his foes. Thus he had a city called 'Horny town' an entire town made up of musical horns and people to play them.

Laws of the overlords (PVP), please read this!:

Warning! Direct PVP will not be allowed ever during this game, under any circumstance. However indirect PVP and plotting is fine. What I mean is I never want a player to say I'm going to punch this other PC. However I am perfectly fine with that player using his resources in private to send some form of attack squad of soldiers to the other PCs city. Or disrupt his favourite meal or some such. The antagonizing things can thus happen in the background and can be played off for comedic effect and not devolve into who has the best combat build.

House rules


I have run this campaign setting about 4 times now to great success. Though the original world started of in 4e which was fun but I'd like to give it a go in pathfinder. First I want to find out how many people would be interested as it is a fairly unorthodox playstyle.

(This will be a Gestalt campaign, high powered)

The premise is as follows:

You are a group of evil overlords that have spent the last few years conquering the lands of the old Kalvian plains. You have turned it into your own little deadly paradise called "Here be Dragons! (Keep out or we kill you.)"

There are two other major countries standing in your way between you and world domination. The Empire of Varien and the Kingdom of Nazca. The Empire of Varien, mostly made of dwarves who are devout worshippers of Erastil. The Kingdom of Nazca, an elven empire filled with magical elves that use powerful devices to keep out invaders. Kalvian the kingdom each of the evil overlords is from was once a nomadic kingdom, with many different races and creatures move across its expanse of land. Now however it is a kingdom built upon the corpses of those that wouldn't bend the knee to your power.

Conquering and pillaging was going well. Until one day you get a report of something stopping you at the battle lines near the Empire of Varien. What's this? An adventuring party? Mystical ancient weapons thwarting your minions? Bother this nonsense! If you want something done you have to do it yourself! We are the evil overlords and you will see our strength, pesky adventurers!

Summary: You are evil overlords, the defacto BBEG. An adventuring party has come to thwart your evil plans! What do you do?!

Note: This is not a serious campaign, this is silly, off the wall fun. Even the most serious villains that have entered this campaign eventually become cartoony. That doesn't matter though, embracing the zaniness of the world is the first thing you need to do.

Character creation:

Alignment
Must be evil, although all alignment restrictions on class are going out the window.

Character concept
All the PCs and thus BBEG must have some crazy facet to their character like: My arms were sliced off when I was but a child, though I studied in a monastery until I was big and strong. When my training was finished my technique using my face was honed to such a decree that I killed every one of my 'brothers' with nothing but my face!

Some things are not acceptable though: No rape, no baby eating, no bestiality. Just use common sense, a DM would not make a BBEG that made you question the DMs tastes, I don't want players in this instance to do the same.

Character classes
We will be using the mechanics of the classes though they need not be what the mechanics say they are. For example you can have a barbarian with a pogo stick and insane ranks in jump. He uses this to jump onto his foes and impale them with the jump of doom. The PC in this case could be in a dappa hat and a trenchcoat. Yet for the sakes of mechanics he is a barbarian.

All characters will be Gestalt characters and thus very high powered.

Point buy
25 point buy

Wealth
You guys own kingdoms so wealth is kind of a moot point, you'll have a resource stat similar to rogue trader in which to purchase land or armies. However personal equipment I will use inherent bonuses and house rules so you can choose some select pieces of equipment.

Starting level
Starting level is level 8 and characters will end up level 16 at most.

Pantheons
We shall be using the Golarian standard pantheon for the sake of powers but you can choose to make up your own god if you choose.

One example we had a paladin who believed in himself so hard that he was a god that he granted himself his own godly powers. Thus he became a servant unto his own ego.

House rules
There will be a few, I haven't finalised this yet as my houserules for the game applied to 4e and Radiance RPG. I will post these in the recruitment thread if I see there is enough interest.

Cities
Every PC entering the game comes into play with a single city with a theme they choose. For example we had one player who was a music specialist who used all manner of instruments with deadly tunes to kill his foes. Thus he had a city called 'Horny town' an entire town made up of musical horns and people to play them.

PVP, please read this:

Warning! Direct PVP will not be allowed ever during this game, under any circumstance. However indirect PVP and plotting is fine. What I mean is I never want a player to say I'm going to punch this other PC. However I am perfectly fine with that player using his resources in private to send some form of attack squad of soldiers to the other PCs city. Or disrupt his favourite meal or some such. The antagonizing things can thus happen in the background and can be played off for comedic effect and not devolve into who has the best combat build.

Post here if you have any questions or are possibly interested in this kind of game.

Edit: sorry forgot to put this, if this will run it will be a PbP on these boards.


The adventuring party of 4 are walking the route well traveled. They have been given a map from Two sisters (a village) at the bottom of the mountain to help guide them to Chamarel. Their destination is situated midway up the mountain. The mountain is a long extinct volcano, it is now surrounded by a lush landscape full of wildlife. A tropical forest meets the base of the mountain in a sea of green.

As the adventurers start to climb they see earth of different colours making up the ground underneath their feet. A beautiful hue of purple, brown, and red. The ground doesn't feel muddy though is soft nonetheless.

Information gathered from Two sisters suggest that the Regent would want to keep this Chamarel working as it produces some of the best Rum in the nation. A chief export that other nations buy at a very high cost.

The party finally reaches the cusp of the small town, clearly indicated by neat little sugar plantations that make up the outskirts of town. It has been a long day of travel and it's getting late. A decision is made to stay at an inn someplace and maybe gather some information before going after the prize. While looking for a good place to stay, the party stumbles upon an old friend rushing somewhere, Variel.

Variel:
Up to you where you wish to have been going in the evening if it comes up.

You know a little about the disappearances though not much. All you've managed to gather as of late is that all the disappearances seem to be the young of any of the races that live in town. The old are safe for whatever reason.

There are three inns in town;

The thrifty tail - a good inn usually used by merchants, a little pricy though you get what you pay for.

Rum Runner - Well priced, popular with tourists. Many adventurers are currently staying here before moving on to their quarry in the area.

Nosso Lar - a cheap place, doesn't even have a bar. At least the beds are warm.

Your own house has a little room though you are not sure you can accommodate all your friends. Maybe 2 at a push.


Hello and welcome.

Posting rules will be fairly standard for Paizo boards. Use bold to denote talking and italics to denote thoughts of your character. I will be using proper initiative rules to resolve combat however post at any time you are available for your turn. Try to include if statements in your post just incase the situation changes at some point before your turn comes up.

Same goes for out of combat things. For example if you are looking for something in a room say something like "I search the room, if I find something I try to find out what it is" as an example.

Now the next bit like I said in recruitment is I like to relate people to each other as the party will have known each other for some time. So I will name someone then ask you to relate yourself to another person. Read their backstory and write something in the discussion thread to say how you met and/or interact with each other. You can then update your backgrounds as you wish. So we go.

Jazz > Beren
Rikaku > Trogg
Sventon > Variel
Variel > Jazz
Beren > Rikaku
Trogg > Sventon

The document for house rules will constantly be found in the campaign info page. I have updated it for some of the things that came up in the recruitment thread.


I’m going to be running a homebrew Epic 6 campaign using pathfinder rules. I have attached a link below with the Epic 6 extra feats, allowed books and house rules. This campaign will not take place in the Golarion world. As this is Epic 6 most mortal beings only ever attain 6th level and spells of 7th level or higher are considered godlike.

“The small village of Chamarel has been beset upon by something strange and deadly. People have been going missing from their homes seemingly without a trace. Defiantly the citizens of this place stay as it is all they have ever known. The duke of the demesne however is none too happy with the workforce disappearing. Low morale and missing bodies is never good for revenue. So he has set a large reward for any group or person willing to put a stop to this problem. This is where your crew comes in. An adventuring group that has been together for a short time decides to take on this task. It might be for this large reward, or for the challenge or maybe the greater good. For whatever reason, this band of adventurers is ready for what is to pass.”

I am looking for about 4-6 players for the game, I might choose to start with 7 as I know drop outs for PbP happens usually near the beginning. I will close applications on the 20th or if I get more than 15 applicants.

Character creation
This is copy pasted from the document below.

Allowed books:
• Core rulebook (CR)
• Advanced players handbook (AP)
• Ultimate Magic (UM) and Combat (UC)

  • At character creation you will start with 20 point buy, in addition you will be starting at level 2. All characters will start as young for their race.
  • You start with 1000gp which you may use to purchase mundane items, wands and scrolls. You start with an adventuring kit for free.
  • Characters will not start with traits.
  • Archetypes and favoured class options are allowed.
  • No 3rd party material.
  • Max hit dice at 1st level, average-rounded-up thereafter.
  • Evil characters are not allowed, too often it devolves into PvP.

General Campaign info:

I’m aiming to try and recreate the living dungeon feel with this campaign. So, most of this game will take place in a dungeon. I know that evokes the feeling that is; enter room, clear monsters, next room. Instead of that I am trying to create the dungeon in such a way that there will be small settlements in this dungeon with places to go and see, so think of it more as an exploration than a traditional dungeon crawl. Saying that, I’m looking for characters built accordingly, so for example don’t make a ranger with favoured terrain: mountains as there will be none. There will be an ecosystem though so you can expect rivers or a forest or two.

There will be little tracking of money and virtually no magic items in this game. Except for healing items and/or wands as you will need to survive in this dungeon world. The game will be relatively low magic.

Character background:

The backgrounds should be relatively short; you may make up settlements to where your character is from. You should include why you started adventuring in your backstory. After I have chosen all the applicants I go round robin and pair up people to relate their backstories to one another. This will hopefully expand the backstories of the characters as well as providing a reason as to why your group is together.

GM background:

I’ve DMed quite a bit for various systems and am currently running one other PbP. However this is the only the second time I will be GMing pathfinder. I have however GMed for 3.5 for 6-7 years, which means I might slip up on occasion with regards to mixing up the rules for the two systems, forgive me if I do it isn’t intentional.

Link to houserules and extra feats: