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GM Derek wrote: So, what's the plan on playing? Are we on for Saturday? I understand Mike is likely unavailable, but... should we get started and he can join in next session, or... are we not even that close to ready yet? I’m available Saturday if you want to start. Anytime between 10 am and 4:30 pm works for me. I need a fairly hard stop at 4:30, though, as I have to make dinner and get ready for the evening game I run, which starts at 6.
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Dooser wrote: Still in the Library, there is a tab that states Create PC (Upper right) which will open a new character sheet. In the Library if you click on Ancestries, it opens up the races which you can click again to read further details then drag over via the red token to the character sheet. Go through the various tabs on the right side of the character sheet and populate the info. Great suggestion! I see Chomper just fine. Do you have a picture you want me to add to him? You had a second character that was just a blank, so I deleted that one.
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Thank you for your help! I told them what you told me, and Joe Chora was able to get in using the info. I think he may have been having a version mismatch error. Fantasy Grounds updates a lot. If one person is on the latest load and the other is not, they cannot connect. I try to log out, update, and log right back in again once a day, but I forgot to yesterday morning. I'll keep on keeping it open so people can mess with it!
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It turns out Fantasy Grounds only supports the Core Rulebook, the extra Fall of Plaguestone materials, and the Lost Omens World Guide right now. You're welcome to take options from Gods and Magic and from the Lost Omens Player's Guide, you just won't be able to automatically add them into a character on Fantasy Grounds. Feel free just to use the FG interface for following the map and rolling dice (or rolling dice on your tabletop, if you prefer using real dice to the RNGs). I'll roll mostly in FG so you can see the rolls. I figure if a crit is gonna kill, you should at least get to see that I actually rolled the crit rather than wondering whether I fudged it. It also keeps me from being a softie and fudging it in your favor to save you when you don't really need saving. To the extent you want to build characters in FGU, I'll keep keeping it open. Each morning I'll close it for a few mintues, run the updater, and reopen it, probably around 8 or 8:15 Pacific, so maybe don't try to be on there around then or you might get booted. I authorized all the material for preload, so your FG will do some downloading when you join. It makes it much faster to show you pictures and maps, as they are all downloaded in advance somewhere.
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Sorry for the difficulty, this is my first time using the new Fantasy Ground Unity interface. According to the join game instructions here:
You need to download the demo and select "Join Game" On another Wiki for GM's, I learned the "GM Name" you are searching for is my Fantasy Grounds user name, which is "trigician". The GM Name I gave you before is actually a setting for how I appear in the game (e.g., I could make myself "GM" or "DM" or "Game Master," so telling you my selection, "Art Severance," was not helpful. I'm sorry about that, I assume from where I set it that it had something to do with how you search for the game, rather than being an in game setting. The name of the game is "Fall of Plaguestone LA". The password is "starfinder." The various wiki pages of instructions are here:
I'll keep the game open as much as I can to give you an opportunity to get in and try to mess with it.
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So the adventure's written for 1st level characters. It is sanctioned for Pathfinder Society organized play, but the way that works is after you play you get a chronicle that you apply to any organized play character. You do not actually play a Society character in the adventure. Here's the instructions from the chronicle: Modules can be of varying lengths, and each offer
If you want to play a Society character, that will be fine, but keep in mind it's a clone that's in the adventure. You can continue to play the Society character outside of the adventure and then apply the chronicle to that character (or another) after the adventure. Given that, I'm okay with a second level character playing in the adventure, but just one. Otherwise, the adventure could be too easy for you without a ton of adjustments. Brondulf and Chomper look good to me. Will Brondulf be okay with adventuring with goblins?
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I'd like to try fantasy grounds unity, though it's still in Beta. It should have less firewall problems for everyone. Here's the info for the game. I haven't signed into an FGU game as a player before, so if this isn't enough information for you to get in, let me know. I'll open the server now and keep it open until at least 10 tonight so you can test. If it's anything like Fantasy Grounds Classic, you won't be able to get into the game unless I have it open on my computer. So if you can't log in, check with me an ask. My email address is artseverance@yahoo.com. That said, FGU uses a cloud server, so it may very well be that you can get in any time. We'll have to see. The game info is as follows: External IP address 47.156.147.204
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Fantasy Grounds has not yet integrated Lost Omens: Gods and Magic, so please do not make selections from that source at character creation. Also, I do not have the PF2 adventure paths yet, so please do not make character selections from those, either. The Core Rulebook, the Fall of Plaguestone, and the Lost Omens World Guide and Character Guide are all fair game, though.
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Here are the Fall of Plaguestone Special Backgrounds Lesser Scion
When play begins, you are riding in a caravan bound for Almas, where a cousin has promised to allow you to stay with them for a month.
You are trained in the Diplomacy skill and the Heraldry Lore skill. You gain the Hobnobber skill feat. Lost and Alone
Choose two ability boosts. One must be to Strength or Charisma, and one is a free ability boost. You are trained in the Intimidate skill and the Warfare Lore skill. You gain the Intimidating Glare skill feat. Missionary
Choose two ability boosts. One must be to Constitution or Wisdom, and one is a free ability boost. You are trained in the Diplomacy and Scribing Lore skills. You gain the Group Impression skill feat. Refugee
Choose two ability boosts. One must be to Constitution or Intelligence, and one is a free ability boost. You are trained in the Survival skill and the Hunting Lore skill. You gain the Forager skill feat. Teamster
Choose two ability boosts. One must be to Strength or Wisdom, and one is a free ability boost. You are trained in the Nature skill and the Mercantile Lore skill. You gain the Train Animal skill feat.
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"Greetings. I am Walfrenden, though as my friends, please call me Walf. I am an aphorite, one of a race of lawful beings forged by the axomites of the Perfect City ages ago to interact with others on their behalf." Walf has gold skin marked with runes and dark bronze eyes and hair. His features are otherwise very human-like. He's 5' 10" and extremely muscular. He wears dark brown leather breeches, a black cloth shirt, and a dark brown leather vest. He wears an iron hammer holy symbol of Torag on a leather strap around his neck. His face is often soot-smeared. He carries an earthbreaker maul. "I was born and raised in Axis. I apprenticed to a weapon and armor smith there in my youth, but I longed to study and travel the planes. As soon as I could, I enrolled in a neighborhood wizard's academy." "I once read of an adventurer named Arustun who traveled Golarion. I came to your world to emulate his odyssey. For a time I lived in Qadira and worked for a weaponsmith there. Then I came to Varisia. I lived among the Shoanti for a time trying to learn to tan leather, but the life was too different, and I did not adapt well." "Then I lived in Riddleport for a time, again making weapons. There I met Kheiron when I forged his bardiche. We became friends, and I came to Roderick's Cove on his recommendation." "As an aphorite, I remember things from my forefathers. Like many of my people, I remember smithing and languages and bits of information." "I am still learning to smith, but I now can make masterwork weapons and armor. Eventually, I will make magical ones. But I did not come to Golarion to merely work at the forge. I could have done that in the Eternal City." "I want to explore like Arustun did, and try new things. I have some skill with this maul and some with magic. As an aphorite, when threatened, sometimes my runes form a protective screen around me. Let me see if I can demonstrate." Walf concentrates, and the runes on his skin lift off and form a shimmering, dusty screen around him, like the Brownian motion of dust in sunlight. It only lasts a few seconds before the runes return to his skin. "I do not really understand the way the people here think and live. In Axis, all is orderly and rational. There is trickery and evil, but it occurs in logical, legal ways. Much can be predicted far in advance, and all is as it should be." "Here, life is not so predictable. People do things for reasons that make no sense to me. Things happen without clear cause. When I speak to people, they often misunderstand me, and I clearly do not understand them. Kheiron is the only one I have called friend here. I hope you will be friends, too." "I worship the Father of Creation. The few members of his clergy I have met on Golarion are the only people who I truly understand and who seem to understand me. It is part of my journey, but a vexing part nonetheless." "I would be happy to forge items for you if you have the resources and I have the time to work at Perick's forge. I am learning to make cookware for him and sometimes make armor or weapons for him. I also help at the armory, repairing items damaged in transit and used items." "The way I learned to prepare spells in Axis is different than most prepare spells here. You are welcome to study my spellbook if you wish. However, the people in Riddleport and Qadira who tried said they found it to be difficult. I have not had the opportunity to look at a spellbook from here, so I do not know why." "Please know, as an aphorite, I am a creature of pure law. It is my very nature and difficult to overcome. At need, I can try to overcome it, but I am rarely successful. I will not mind if you do not share all plans and information with me, so long as your goals remain honorable and just. Please do not abuse that trust." "Having spent most of my life on the outer planes, I have spent a great deal of time with their denizens. I understand several of the planar languages, and as I age I will naturally recall and learn more." "Thank you for allowing me to reside in this strangely beautiful and wild place. I may not understand much of it, but I certainly enjoy experiencing it and look forward to seeing and learning more." "Can one of you direct me to the ward official in charge of permits to imbibe alcoholic beverages during working hours? Today is my day off, and I do not have a permit for the punch I am about to consume. I do not wish to receive a citation for the infraction."
Hazzard wrote:
Hazzard, I'd like to get an ifrit boon. I have Mendevian Weapon Training and Long Distance Support and would gladly trade you those two for it. I'll PM you as well. Art
DrakeRoberts wrote:
DrakeRoberts, I have the Naga-blooded, Shade-blooded, Vulpine-blooded triple boon that would let you play a wayang. I'd be glad to trade it for your Undine/Paragon of the Society boon. Send me a PM and we'll set it up. Art
The ratfolk example on page 21 is paying too much for its abilities. If they come from the Darklands, you can substitute Underground Sneak on page 14 for the three Skill Bonuses. That makes them even better at sneaking and leaves them 1 RP to buy either Bite or the Stalker ability. If you're making them from the Darklands, you could make them Vulnerable to Sunlight, give them both Bite and the Stalker ability, and improve the size of the Bite attack one category.
I would like to see the "Racial Heritage" feat expanded to allow a PC with the feat to mix and match the racial traits of the PC's two races. In addition, I would like to see a lot of feats and background traits associated with the new races so that characters with the Racial Heritage feat can select from them. Some feats, racial traits, and background traits could generically apply to a group or category of races (e.g., races that can naturally fly, races that can naturally breathe water, outsiders, reptiles) so that the book can provide many choices for all of the playable races without having to create multiple new feats and traits for each and every one. For example, gillmen, merfolk, and other races with natural swim speeds could qualify for a background trait, feat, or alternate racial trait that allows them to swim faster. |
