Baregara

Ayrphish's page

Organized Play Member. 285 posts (627 including aliases). 1 review. 1 list. No wishlists. 2 Organized Play characters. 2 aliases.



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Changing Man wrote:

A family-friendly Pathfinder AP that would be suitable to be played with kids aged 10-15 (perhaps as an "after-school extracurricular" offering)

Something to introduce younger players to the game, yet not "freak out" anybody (especially uptight parents).

That'd be nice (and useful for my line of work...)

As a fellow (assuming) teacher, I can relate. Though I get to work with older kids. Do you think an AP could survive without re-writes of current rules/classes? If not, where did the beginner box fall short?


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Subject says it all.

Let's say someone was feeling ambitious and looking to start work on something. What products from a third party, AREN'T out there?


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A girl gamer once said to me, "I hope that's a maximized rod, and not a quickened rod in your pocket."

Sigh.


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Male Human Wizard - 1

Before I get a gameplay post up, I wanted to give you an idea of how I would like to format things, and how I want to run the game.

This isn't mine, but I like it a bunch, so if you've seen it before... forgive me for my plagiarizing.

1. I roll Initiative for everyone to save some time. As long as you don't skip any enemies, you can take your turn anytime. (Example: Allies Bob, Henry, Fred, and Steve are at 20, 15, 10, and 5 respectively. Enemy goblins are at Initiative 13. At the beginning of the round, Bob and Henry can go. The goblins go next at 13. Following the goblins, all four of the characters can go in any order because no enemies would be skipped.)

2. Everyone rolls their own to-hit and compares it to the AC of the target. The same goes for saves. Both will be provided for all enemies, as will hit points. This puts a lot of responsibility on y'all to write good combat narratives and not rely on me to do so. The description is a common-sense sort of thing; 3 hit points will not cause the enemy's head to explode - but 30 might if it puts them in the negatives. This is also very trust-based. I expect that if someone gets something they don't like on the preview, they'll have the integrity to leave it there instead of modifying it based on the roll.

3. At the beginning of any in-combat post, I expect everyone to include the round/initiative count, current hit points, current AC, current saves, and remaining spells or resources. (By current, I mean following whatever action is in the post.) After that section, I like a section breaking it down into standard/move/swift/whatever actions with appropriate rolls. This way, I don't have to go hunting for that information and check if it is right. Here's an example.

===========EXAMPLE===========
Round 1, Initiative 20
hp 10/12; AC 14/12T/12FF; CMD 14
+4F/+2R/+2W
Bardic Performance: 5/6

SA: Inspire Courage
> Perform: String: 1d20 + 10 ⇒ (6) + 10 = 16
MA: Move 15', avoid AOO
> Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14

The narrative would go here. In this particular case, the bard begins playing the stringed instrument to inspire the others. (This roll is technically extraneous, but I've always done them on my bard type characters.) He then makes his Acrobatics check to move while avoiding attacks of opportunity. With a 25, he succeeds and ends where he intends to go.
=============END EXAMPLE=============

4. Calendar notations: You can use the Golarion calendar to note when days pass. And I will put the first day/month/year in the first gameplay post. As days pass, I'll let you note them.

===========EXAMPLE===========
24 Abadius 2413

A new day begins and bob rises from his furs. blah blah blah..
=========END EXAMPLE==========

Anyone have any questions or feedback?


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I have a houserule, in times of a rules question, I will make a call, if the player is unahppy with that call, they have 1 minute to find evidence that I am wrong, otherwise we go with it for the evening and look it up later.

I use a facebook group to communicate with my PCs, so I always post rules questions in there when they come up, with links to answers, explanations, etc.


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I made a cleric for a jade regent game, it's probably not the best thing ever, but here she is at level 7.

Buffing with divine favor or something similar was imperative, attacks looked like this:

+12(1d8+4) If no buffs
+15(1d8+7) if divine favor
+13(1d8+5) If you used Prayer

Kanahel
Female Elf Cleric 7
CG Medium Humanoid (Elf)
Init +6; Senses Low-light Vision; Perception +19
Languages: Common, Elven
DEFENSE
AC 21; Touch 13; Flat Footed 18; (+7 Armor; +1 Natural Armor; +3 Dex)
HP 37 (7HD)
Fort +6; Relfex +7; Will +9 (+11 vs. Enchantments)
Immune Magic Sleep
OFFENSE
Speed 20 feet (4 Squares) Without Armor 30 feet (6 Squares)
Melee Masterwork Morning Star +8(1d8+2) B and P or
Masterwork Morning Star +8(1d8+4) 2 handed
Ranged +1 Composite Longbow (2 Str) +11(1d8+3)/X3 P
Cleric Spells Prepared (CL7 or CL9 to overcome SR; Concentration +10)
4th Level – (1+1/day) Summon Nature’s Ally IV D, Blessing of Fervor
3rd Level – (3+1/day) Fly D, Prayer, Daybreak Arrow, (Open Slot)
2nd Level – (4+1/day) Feather Fall D, Aid, Weapon of Awe, (Open Slot), (Open Slot)
1st Level – (5+1/day) Protection from Evil D, Bless, Divine Favor (2), (Open Slot) (Open Slot)
0 Level – Create Water, Read Magic, Stabilize, Light
Domains Feather and Good
STATISTICS
Abilities Str 14 (+2), Dex 18 (+4), Con 10 (+0), Int 10 (+0), Wis 16 (+3), Cha 10 (+0)
BAB +5, CMB +7 (+8 with Morning Star) CMD 21
Feats Point Blank Shot, Precise Shot, Boon Companion, Weapon Focus Longbow
Traits Warrior of Old, Friend of the Family
Skills Diplomacy +4, Heal +8, Perception +15, Sense Motive +7, Knowledge: Religion +5, Knowledge: History +4, Knowledge: Nobility +4 Racial Modifiers +2 Perception, +2 Spellcraft to identify Magical items
SQ Aura of Good, Elven Immunities, Keen Senses, Elven Magic, Weapon Familiarity, Low-Light Vision, Channel Energy 3/day 4d6, Spontaneous Casting, Eyes of the Hawk, Animal Companion, Touch of Good
Combat Gear +1 Composite Longbow (2str), Masterwork Morning Star, 20 Arrows, 20 blunt arrows, 5 smoke arrows, 20 Cold Iron arrows, 5 Acid Flasks, 3 Alchemist Fire, +1 Breastplate. Other Gear Amulet of Natural Armor +1, Cloak of Resistance +1, 100 chalk, 2 anti-plague, 2 anti-toxin, Masterwork Backpack, Efficient Quiver, Wand of Cure Light Wounds 50 charges, Holy symbol, 226 gold pieces
Encumbrance light 58 lbs., Medium 116 lbs., Heavy 175 lbs. Weight Carried 56 lbs.
SPECIAL ABILITIES
Channel Energy (Su) Three times per day you may release a burst of positive energy in a 30-ft. radius
burst as a standard action. When doing so you can choose to harm undead creatures in the area (4d6
damage, Will DC 13 half) or to heal the living (4d6 healing).
Touch of Good (Su) Six times per day you can touch a creature as a standard action, granting a +3 sacred
bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.


Aslan
CG Lion
Animal Companion of Kanahel
Init +4 Senses Low-Light Vision, Scent, Perception +2
DEFENSES
AC 24 Touch 15 Flat Foot 19 (+4 Armor, +5 Natural, +1 Dodge, +4 Dex)
HP 39 (6HD)
Fort +7, Reflex +9, Will +4 (+8 vs. Enchantments)
OFFENSES
Speed 40, 8 squares
Melee Bite +7 (1d6+2)
2 Claws +6(1d4+2)
Rake 2d4+2
Ranged –
STATISTICS
Abilities Str 15 (+2), Dex 19 (+4), Con 14 (+2), Int 2 (-4), Wis 15 (+2), Cha 10 (+0)
BAB 4, CMB + 6, CMD 21
Feats Light Armor Proficiency, Weapon Focus Bite, Dodge
Skills Acrobatics +12, Perception +2, Stealth +2
SQ Link, Share Spells, Evasion, Devotion
Combat Gear MW Chain Barding

Game Space Beta Tester

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I'm not gonna get my hopes up, but maybe you'll make that "end of summer" target goal after all.


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I did fund the original, I have no interest in the new kickstarter. To change my mind? I'm probably with you, if there were a pnp book that I could add to my shelf, i'd at least consider it.


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So, I was looking at things today, and put this list together.

Missing Persons (cover)
Mysteries of the Crow (cover)
Nazir Kalmeralm (front matter)
Seeking Sinspawn (front matter)
Natalya p61
Shiela p63
Dodgy Buskers p79
Murderous Beggers p79
The Spider King p79

Those are all of the side quests, and hooks from bestiary, that could be used to supplement the main quest.


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NPC sheet

Is a work in progress. It has some rolled loot for their lockers and their starting attitude towards the PCs. The second page has some info on the ship.

Suggestions to make it a little better and more usable will be considered :)

Edit: Some things are changed/renamed to match our game, and I took some liberties with their motivations, and other special things. It's not perfect, but it works ok for me.


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Anyone worried that their players will get bored for the first 20 days? Seems like it could get pretty repetitive.


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I really like the idea of the tetori monk, and tried to figure out a good feat progression.

I am left wondering if he will have any dpr at all, and hence much use to the party.

Here are the feats I was thinking. Suggestions for replacements are welcome, as well as thoughts on overall group value. An idea of dpr would also be great.

lvl1: Improved Unarmed strike, Stunning Fist, Improved Grapple. Combat expertise (Monk 1) Improved Trip (H)

Lvl 2: Stunning Pin
Lvl 3: Ki Throw
Lvl 5: Binding Throw
lvl 6: Greater Grapple
lvl 7: Jawbreaker
lvl9: Rapid Grappler
lvl 10: Pinning Knockout
lvl 11: Bonebreaker
lvl 13: Pinning Rend
lvl 14: Chokehold
Lvl 15: Final Embrace
Lvl 17: ??
Lvl 18: Neckbreaker
Lvl 19: ??


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Axl wrote:

Blue Star has received answers. He doesn't like the answers. He is going to ignore the advice.

It is time for a sysop to lock the thread please.

Yes. This please. I can't believe a forum of "whine whine whine whine I want it whine whine whine" has gone on this long.

I really hope this whole thread is just a troll, I'd feel better with the OP saying "GOTYA!" than any resolution with a stupid imaginary sword.