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Organized Play Member. 1,091 posts (1,094 including aliases). 1 review. No lists. No wishlists. 8 Organized Play characters.


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Dark Archive 2/5

Last year, there was enough space for improptu tables. I would have to suggest once showing up at Scotty's, ask around for PF players, figure out who wants to run/play, and then asking the manager to make sure there is space to setup a game as well as food.

Due to space issues, ideally scenarios with a small map is preferred.

Dark Archive

From APG:

Quote:
On a direct hit, an alchemist's bomb inflicts 1d6 points of fire damage + additional damage equal to the alchemist's Intelligence modifier. The damage of an alchemist's bomb increases by 1d6 points at every odd-numbered alchemist level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). Splash damage from an alchemist bomb is always equal to the bomb's minimum damage (so if the bomb would deal 2d6+4 points of fire damage on a direct hit, its splash damage would be 6 points of fire damage). Those caught in the splash damage can attempt a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence modifier.

Fire is an energy type.

Bomb is a Supernatural ability.

The discoveries will answer your questions on those.

Read the APG's section on bombs again. It'll answer these basic questions.

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Nicos wrote:
It woul have less impact that the "SLA as prerequistes for a lot of things" change.

Can somebody point me to the FAQ entry for this? I searched the FAQs, but didn't see it there.

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At higher levels, your low level spells should be more about utility than combat.

Summons are always good.
Floating Disk has good utility for random things (mainly surfaces you or your allies don't want to stand on)
Mount
Magic Missile is much better at high levels than low, especially to disrupt spell casting (although shield or brooch can stop it easily).
Alarm for guarding your retreat or other areas.
Silent Image for any number of things. To trigger an ambush, to fool low INT/WIS monster into believing a more power spells (like trolls vs. a fake Wall of Fire). Sight based encounters are especially susceptible to illusions. Heck, a properly placed Ghost Sound will confuse opponents on where your party are.

Or if you have Fast Study arcane discovery, you can leave a lot of low level slots open, and it only take 1 minute to fill those slots in the middle of the day.

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Where's the ruling that racial SLAs are a pre-req for arcane strike? I checked some of the FAQs and didn't see them.

Dark Archive 2/5

Oh this changes things....

Hard to say what I rather have...a 3rd VC character, or taking down the Runelord of Sloth twice...

Dark Archive 2/5

Mike Clarke wrote:
Chris Bonnet wrote:


I don't recommend the Hard Mode unless you have 29 PA.
Nah, It's my druids last scenario either way. I don't think I would bring her back, as long as she gets a "good death". I don't need three characters above level 12.

Same. I have a 14 and a 12, so this is the end for my first ever PFS character. It's kind of funny that I needed Atonement twice for the 2 evil acts in Season 4. Perhaps he'd be a better agent for Krune than Pathfinders.

Dark Archive 2/5

I am interested.

I'm going to be driving into Indy this year most likely, and I have Monday off.

Dark Archive 2/5

Kyle Baird wrote:
Rene Duquesnoy wrote:
Rene Duquesnoy wrote:
In for Waking Rune Hard Mode.
did i get bumped?

Ugh... crap. Let me go back through and fix this...

Pathfinder Society Scenario #4–26: The Waking Rune
@ Scotty's, Slot 3 (7pm - 12am) (not the one on Warhorn, yet)
HARD MODE, SUBTIER 10-11
GM: John Compton*
PC 1: Kyle Baird
PC 2: Auke Teeninga
PC 3: BobBob Jonquet
PC 4: [Steven] Sior
PC 5: Carlos Robledo
PC 6: Rene Duquesnoy

Alt PC 1: Chris Mortika

Auke, Carlos and Sior, please email me so we can get some planning going (not that it's likely to save us...)

edit: So yeah, PM me here and i'll give you my email. *d'oh*

It'll probably be easier to setup this without Warhorn. You have your GM and your 6.

Unless the Warhorn manager wants to setup a new slot and add all of those players in himself so people don't have time to fill it before everybody can reserve their spot.

I'm still setup in the Warhorn spot for HARD MODE, if that was meant to be a different one from yours.

Dark Archive 2/5

Chris Bonnet wrote:

There is now a Hard mode/with GM schedualed at Scotties for the late night slot 7pm-12pm.

We could also put one up in the AM slot.

As with these events every year, it will start filling up faster in the last 14 days.

I have signed up as a player for this slot, but I think this was meant for John to run and others to play. I'll back out if that's meant for them.

Dark Archive 2/5

Is anybody else interested in running the Waking Rune for another Scotty's slot, or midnight madness?

I love hard mode. Unfortunately, this time I only have 1 character for 7-11.

Dark Archive 2/5

Now that I've confirmed I can make Gen Con, Scotty's would be awesome. I'll be looking out for Warhorn.

Dark Archive 2/5

All,

The meetup groups for Washington DC and Baltimore is a great way to find PFS players in the area. I am no longer the VL of Washington DC, but I still run PFS scenarios regularly as listed on both group (although more on the DC group). There are certainly a lot of spillover from MD to DC to NoVA. I've live in MD for 20 years and VA for 3, so I know quite a few stores in the area and am willing to travel to any of them on a regular basis.

I know Mike McKeown (and game with him). Your request probably just slipped through the cracks.

Dark Archive 2/5

I always forget that I want to play a cleric of Groetus when I make a new character. Note to self, if I play in Second Darkness, play a Groetus worshipper.

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Liz Courts wrote:
The 8th Dwarf wrote:
As long it is the original highlander you are talking about... Yes!
There can be only one...movie.

Well it did win the Academy Award for the best movie ever made.

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Most of the evil gods aren't worshiped much with the exception of Asmodeus, but part of it is due to his extreme lawful nature.

I don't see a lot of Abadar.

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Casmaron.

I don't really care about the Pit, but I am interested in the Padshah Empire of Kelish and the entire continent, and why can't people sail from the Inner Sea, around Casmaron to Tien instead of taking the overland route.

Of course, that's not necessarily very mythic.

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Josh M. wrote:

3.0 crit stacking was beyond broken. using a bladed gauntlet(light weapon, 1d6 damage, 17-20x2) from 3.0's Sword and Fist book(pre 3.5 errata), making it Keen with the Improved Critical feat gave it a 9-20 crit range. Seriously.

Even not using an exotic weapon, just using a rapier stacking those two things gave it a 12-20 threat range.

My math might be a little off.

As "great" as that was, a simple wizard/cleric combo of haste + harm + another damage spell easily trumped that. There's probably a ton of other things that could be done instead that I forgot about or never found. There were a lot of combos in 3.0 that were good, some were broken. But 3.5 fixed a lot of that.

Of course, the very engine of 3.0 and d20 cause other issues (like full attacks only with a 5' step, and concentration checks allowing spells to succeed when they took damage and lack of spell speeds).

I'm fine with PF as it is, even with the creep. When PF 2 comes out, I'll take a look at it and decide if I want to switch or not.

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Paizo's site tends to be slow. I've noticed it for years now. Could be poor coding or poor web hosting.

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Although I like these, I wish they were more exotic or powerful looking.

Dark Archive 2/5

Were they always restricted from play? I remember looking up them specifically before Gen Con to make a wizard. Were they removed from play recently?

EDIT: Sometimes I forget what is listed is legal, and what is not list is illegal. But that gets reversed for the big books like APG, UM, UC, etc. I guess I'll just be a normal illusionist then.

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You really think your players' characters are good and thorough enough to depopulate all of Golarion? On the surface and in the Darklands? Only 2000 goblins left? Did they go into Darklands and wipe out all of them there? What about the ones hobgoblins had? Or ogres? Maybe even a younger dragon. They hit all the various islands on Golarion?

What about Tien?
Casmaron?
Other lands that Paizo haven't even named yet?

I really don't think they could have done that.

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LazarX wrote:
Sleet Storm wrote:

Dervish Dance is not so great,its just good if you have some way to get extra damage or more attacks ike the magus and even then....

Have you seen a SINGLE theorycrafter here not include this feat in thier Magus build. When a feat becomes a "must have" that means it needs a second look especially when it impacts so heavily on a build.

I guess Power Attack is too good then.

Dark Archive 2/5

Or I can make a goblin summoner, and the eidolon can translate for the goblin. And be smarter, friendlier, etc.

Or can I be the lovechild of Adril Hestram and a particularly attractive female goblin?

Dark Archive 2/5

CRobledo wrote:
Bruce Chung wrote:
I was actually considering NOT learning Common for my goblin. Not sure how that would go though.... Maybe I'll be a monk and take the vow of silence.
ALL characters in PFS start with Common, regardless of racial languages.

Why you nerfing me bro?

Dark Archive 2/5

I was actually considering NOT learning Common for my goblin. Not sure how that would go though.... Maybe I'll be a monk and take the vow of silence.

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nosig wrote:

Sorry, this is a corner case dealing with the spell darkness and darkvision.

Here's the scene...

Forrest floor, natural lighting condition: Dim light.

Tiefling casts darkness on his hat, creating an area of darkness within 20' of him. He's ok though, as he has darkvision 60', so he can see the elf who is 55' away. The elf now moves 10 feet more away, for a total of 65 feet, just outside of the Tieflings darkvision. The question is:

Can the tiefling see the elf? He would have to use regular vision, as the elf is outside of the tieflings darkvision, and that is blocked by the darkness, right?

Thanks in advance for your replies!

Darkvision:

Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black-and-white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Based on your original question, the tiefling can see the elf at 65 feet out using normal vision. I would say the Darkness spell does not block line of sight, so a character would not necessarily know there is a Darkness spell in place if there is natural darkness as well.

Deeper Darkness would block line of sight, based on how the spell says darkvision does not allow characters to see through it.

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Drejk wrote:
BYC wrote:

Let's figure out something new to complain about.

I nominate rogues. We haven't complained about rogues in a while.

Nah, let it be something new-new...

I know! Time to babble how the mythic rules are underpowered/overpowered/nothing like we want/nothing like we expected/power creep/nerf/design your own complaint!

One of my players found a really annoying combo from Ultimate Equipment.

He has the item that allows a character with sneak attack to withdraw as a move action if a sneak attack is successful. Then he has another item that when he withdraws, he turns invisible for 3 rounds. The problem seems to be that it doesn't say as per the spell, and therefore doesn't imply attacking out of it breaks invisiblility. I ruled it would, because I'm sure PFS won't let that combo go without control.

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Tels wrote:
BYC wrote:

Let's figure out something new to complain about.

I nominate rogues. We haven't complained about rogues in a while.

I haven't seen many Summoner or Paladin complaint threads recently (on Over Poweredness) this month.

My only issue with the paladin is that Smite Evil overcomes all DR, regardless of alignment. It's like they don't even need magic weapons for a while.

My issues with the summoner is just a ton of base rules that it breaks, making it more difficult to run/play the character.

Dark Archive

Let's figure out something new to complain about.

I nominate rogues. We haven't complained about rogues in a while.

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I love gambling. I go to Vegas at least two times a year, and I usually go with about $1000-2000 in cash for gambling purposes expressly.

My games are craps, Ultimate Texas Hold-em, blackjack, and blackjack switch. I know and can play Pai-Gow, roulette, most forms of poker, Let It Ride, 3 card Poker, and Mississippi stud.

When I can visiting casinos on a weekend, I am very controlled and rarely play more than $200 per visit. When I am on vacation, I am much looser and play more widely, though still limited by my self-imposed cut-off (up to my $2000 limit). I take the free drinks at the casinos (with the $1 tip as the unspoken rule for the waitress), and I still make sound decisions.

For me, the thrill of gambling, and the science of the numbers, odds, and casino edge is what makes it fun for me. I can spend my $2000 on anything during a vacation, but with gambling, I have a chance to keep it or win a bit pass the original amount (which I have done). Career-wise, my Vegas trips (about 8 of them now since I've started going as a routine) I am down about $4000. I play games that have a good casino edge and is entertaining for me. Odds isn't really the way to examine gambling in a casino as much as the edge. I realized a few years ago that one of the reasons I enjoy RPGs, craps, and Heroclix was because they all used dice, and I LOVED rolling dice.

My personality and money sense are all very conservative however. I save a lot of money generally speaking and rarely make impulse purchases. I used to be more free with money, but I'm very tight with it in general with the exception of I spent a lot on eating out and fine dining.

Dark Archive

I believe the problem is that ultimately, they are forced to heal in combat, and even though it's not the best tactic, it is necessary, and it is their best tactic at that time. Clerics have lots of buff spells of course, and with time, they are very good at getting the party setup offensively or defensively.

However, I have seen over and over and over again, in home games and in PFS, that a cleric ends up channeling from rounds 2-4 in order to keep the fighter/barbarian alive so that character can deal 40+ damage per round to take care of the threat with other characters doing offensive things or trying to counter a spell. Even a well-played cleric might not have be able to do something better than heal the main damage dealer so we can survive this encounter.

A optimized fighter will out damage a cleric. So the cleric gets discouraged and starts buffing/healing instead. It's not even because the cleric is a healbot or wants to do it, but because it is the MOST EFFICIENT way to end the encounter. A big boss encounter arrives. The wizard casts his powerful spell, but the boss saves. Boss attacks and does heavy damage to the fighter. Fighter has to stay in there to soak up damage and to dish it out. The cleric doesn't have time to cast a buff spell, and if the fighter goes down, the party is screwed unless boss fails a save against the wizard. So what ends up happening? The cleric heals the fighter, and is stuck doing it for the rest of the combat.

Unfortunately, this scenario happens a lot, even with experienced players. I hated that clerics got channeling when I first saw PF because I knew they were going to fall back to that role, even if they weren't planning on it.

I don't know where the line is between 3.5 CoDzilla and PF channeler is. We want fighters to deal damage. We want clerics to fight well and cast spells. But far too often, the cleric being effective and to contribute is to heal the main damage dealer or to channel and to heal everybody. Otherwise, people start dropping, and the fight ends really fast once that happens.

Dark Archive

Salvation from the Endless
Salvation from the Reign

or if the Worldwound is actually closing...
From Twilight to Dawn

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If anybody follows pro wrestling, I once Pedigreed a dude in a bar room brawl. Rolled a nat 20 back in 3.5. GM declared him buried. :)

Dark Archive 2/5

Widjit wrote:

<= Live in Laurel and looking for a group. Still room?

widjit(at)gmail(dot)com.

PFS has plenty of room, and we're always hoping for new players. The Venture-Captain of DC has moved north to Baltimore, so PFS presence has moved up there as well. DC still has a strong presence of course.

As before, we're still light on people in the MD side around and beyond the Beltway for PFS. If there's a good place to run scenarios, please let us know, and we'll try and setup something there.

Another place you might be able to find games is at Savage Mills. The Family Game Store is a place I used to play Heroclix at, and where I discovered Pathfinder back in 08 (and back when I lived in Greenbelt, MD).

Dark Archive

RahdaDM6t9 is in Mitchellville, MD. I used to play in his campaign until I moved too far away. Good GM, good setting. We had a lot of good times together.

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Or Rise of the Shattered Star...that's good name....

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I wouldn't necessarily go with blasting, although it seems like a natural choice.

Spell casters ultimately are best when they can control the battle or buff an ally. Having 1 or 2 blasting spells is fine, but powerful support spells are better.

Haste
Displacement
Resist/Protect from Energy
Stoneskin
Enlarge Person
Bull's STR/the entire line of spells
Summon Monsters
Glitterdust
Invisibility
Web
Protection from Evil
Stinking Cloud
Sleet Storm
Create Pit
Silent Image/Minor Image/entire line of spells
Wall of ???

If a person is going to dump STR, might as well dump to 7 and get the 4 build points.

Dark Archive

BltzKrg242 wrote:

Can't you see them set up for a brace?

Can you ready an action to brace if they charge so that it's a little more subtle?

I would allow it. But PF's timing rules are not very clear. Charging is a full-round action so it shouldn't allow a take-back, but plenty of GMs and players allow it.

Ultimately, brace is a good idea but it's more for mass combat than small encounters.

Dark Archive 2/5

Adam Blufield wrote:

Hello all!

I just got back from Gencon a few days ago and am STOKED to play some more PFS. Any leads in the NOVA or DC area would be much appreciated.

Regards,

PFS is quite active in the DC area. Email the group as posted already, and we can figure out where you are and where games are close to you.

Dark Archive 2/5

Andrew Christian wrote:
#5 is my favorite

I love it as well. I'm trying to figure out if I want to use 5 with my goblin, as well as throwing a billion other boons onto that character as well.

Dark Archive 2/5

You can't kill me. I'm invincible!

So what if we attacked her from the start? I assume we just duke it out right there?

If we only have solved the puzzle earlier, I would have more Protection From Energies, and more people would have lived.

Dark Archive

The Block Knight wrote:

Not really sure where you heard that she had Rogue levels. Maybe a looong time ago. Jacobs has confirmed that all the Runelords are straight Thassilonian specialist Wizards. Sorshen in one of three (with Alaznist and Xandergul) Runelords that is considered to be above Level 20.

Alaznist being above 20? I thought that was supposed to be Belimarius or Krune? I know JJ said something like he switched two of the runelords' levels around. I recall Xandergul being the "greatest", Sorshen was one of the strongest because of her enchanting presence. I would have also thought Krune might have been extremely powerful, given that he has access to Lissala and Peacock Spirit stuff as well.

Dark Archive 2/5

1 person marked this as a favorite.

What made my goblin boon special is that I played We Be Goblins and applied the module Chronicle towards my ifrit character way back last year. And then I used my ifrit and received the goblin boon in return.

Dark Archive 2/5

I did not see Fetchling or Vishkanya race boons at Gen Con. I had the chance to select any of the boons at Gen Con when I rolled a crit, but not confirm it.

Dark Archive 2/5

Kyle Baird wrote:

Wanted to break the news that those who won part 2 of the Special got a boon to play a....

** spoiler omitted **

The real trick is trying to get a full goblin party together...

Goblin paladins anybody?

Dark Archive 2/5

Dragnmoon wrote:
kingfawz wrote:

Played 8-9...neither GM pulled any punches. We advanced and ultimately tied for first at our tier.

Also...for what it's worth, there was a husband and wife duo at our table and the rest of us didn't know each other. We met at the marshalling area, and I was playing an iconic.

The round simply required goal-oriented roleplaying and some combat/puzzle skills, not to mention some small amount of luck.

Good round. Two good judges. A good time and great memories.

Was this the one I ran for part 1? You played merisiel?

I played the ifrit, so I think it was part 1.

Dark Archive

Charge and Ride-By Attack. Lame.

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There's a lot of options depending on what you want to do. You said generalist, but that's still vague.

Step Up is usually useful for fighting classes, but not sure if you want to be in their faces.

Combat Expertise opens up maneuvers, but you said you weren't going for feat chains.

Combat Reflexes allows some stuff as well.

Power Attack could work since you have BAB 4, and personally I hate taking it before BAB 4.

I would not take Arcane Strike because it uses a swift action that you can use to Quicken something with a rod, and still have a standard/full to attack with.

Step Up or Power Attack would be my choices.

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I am sort of setting up a mega AP with Rise of the Runelords and The Shattered Star together as well, but from the villain's side. I have no idea how this will work out, but rest assured, it will be epic one way or another (either epically awesome or epically terrible).



Hello everyone!

I am prepping a backup character I may (probably will) need for a Second Darkness game I am in.

I like the idea of an at-will blaster type, and want to stick in that vein. Something like a 3.5 Warlock.

We already have a blast exploit-focused Arcanist, so that is out. I recently played a Bomb-focused Alchemist too. We have SEVERAL fights in a given adventuring day, and I am more than happy to give up some blast power to have the ability to keep blasting through 4-5 fights a day.

So, since I have never played, nor been at a table with someone playing a Kineticist or Calamity Caller Warpriest, can you give me any advice on these, or any other, at-will blaster types?

I'm an experienced enough player to handle anything you can throw at me.

We're 9th level. EDIT: The rest of the party are a barbarian, ranger, cleric, and arcanist.

Help me out, fellow Paizo fans!


I can't find an official ruling anywhere, so hopefully someone can assist.

Last night we had an NPC follower of a party member use a quickened spell-like ability that doesn't have a visible emanation. The debate came up that you can still roll Spellcraft to identify the spell.

The GM decided against it, since the player had been waiting 12 levels of play to reveal their companion's Bouncing, Quickened, Ill Omen spell-like ability to move things along. (They can only do that once a day, but it IS objectively pretty cool.)

But one player said you can still role to identify, and another swore they'd read somewhere that you can't identify Quickened spells or Spell-like abilities. Neither could find evidence to support their claim.

Can you all please help us with finding an official ruling?


Okay, okay, to start off, I know most bonuses don't stack with the same kind of bonus. However....

My level 10th level Herald Caller Cleric picked up the Proxy Summoning feat at 9th, and I have a Metamagic Rod of Giant Summoning.

Proxy Summoning
Righteous Might
And of course: Rod of Giant Summoning

So both the Rod of Giant Summoning and Righteous Might say they increase the size category, and both give size bonuses to ability scores. The Rod uses the Giant Template, while the spell is more of a straightforward change, akin to Enlarge Person.

If I was to summon an Ankylosaurus, for example, the Rod of Giant Summoning would increase it to Gargantuan. Then, I jump through the hoops of casting a touch spell to trigger Proxy Summoning, and then cast Righteous Might on my Super-Ankylosaurus.

So....uh....what happens? It becomes Colossal, but do the size bonuses stack, or no? Do I use the size modification table in lieu of one or the other? Or is it as simple as both stacking, do to the size increase?

Thank you all in advance for your suggestions. My GM is on the fence, so anything you all suggest would be great.


Hello everyone! I am building a druid, and I would love a second set of eyes to ensure I am building this correctly. This was set off by my recent interest in Druidic Herbalism, and I’ve always been fascinated by the Naga Aspirant racial archetype, so I thought I would combine them. Then I realized the potential craziness that this combination can create. However, I am at a bit of a disadvantage, having never played an Alchemist, and some of the Druidic Herbalism features function as Alchemist Extracts.

Naga Aspirant:

Spoiler:

Class Features:

Aspirant’s Bond (Ex)
A naga aspirant gains a spiritual connection to the serpentine deities worshiped by the nagas. At 1st level, and each time she gains a druid level, she may add one of the following spells to her druid spell list.

0th—acid splash, bleed, daze, mage hand, open/close, ray of frost;

1st—charm person, divine favor, expeditious retreat, mage armor, magic missile, ray of enfeeblement, shield, shield of faith, silent image, true strike;

2nd—acid arrow, detect thoughts, invisibility, mirror image, scorching ray, see invisibility;

3rd—dispel magic, displacement, fireball, lightning bolt, suggestion;

4th—divine power, greater invisibility.

This ability replaces spontaneous casting.

Aspirant’s Enlightenment (Ex)
At 4th level, a naga aspirant gains a +4 bonus on saving throws against the spell-like abilities, supernatural abilities, and poison of nagas.

This ability replaces resist nature’s lure.

Naga Shape (Su)
At 6th level, the naga aspirant can use her wild shape ability (gained at 4th level, as normal) to assume the form of a true naga. This effect functions in a similar manner to a shapechange spell with the following exception. The druid’s true naga form is unique, representing her personal evolution. When taking naga form, the nagaji’s body transforms into that of a large serpent, though she keeps her own head. The naga aspirant loses her limbs and her size increases by one category, granting her a +4 size bonus to Strength and Constitution, a –2 penalty to Dexterity, and a +2 enhancement bonus to her natural armor bonus. She gains a +10 enhancement bonus to land speed and a bite attack that deals 1d6 points of damage. She can cast verbal spells in this form, but cannot cast spells with other components without metamagic or feats such as Natural Spell.

This ability otherwise works like and replaces wild shape.

Augmented Form (Su)
At 9th level and every four levels thereafter, a naga aspirant can choose one of the following abilities to enhance her naga form. Once chosen, this augmentation cannot be changed and always applies to her naga form. The caster level for these abilities is equal to her druid level, and unless otherwise stated, the DC is equal to 10 + 1/2 the druid’s class level + the druid’s Charisma bonus.

Charming Gaze (Sp): The druid gains a gaze attack that affects creatures within 30 feet as a charm person spell.

Darkvision (Su): The druid gains darkvision with a range of 60 feet.

Detect Thoughts (Su): The druid can use detect thoughts at will.

Guarded Thoughts (Ex): The druid gains a +2 racial bonus on saves against charm effects and immunity to any form of mind reading (such as detect thoughts).

Poison Immunity (Ex): The druid gains immunity to all poisons. The druid’s naga form must have at least one poison-based natural attack in order to select this ability.

Poisonous Sting (Ex): The druid’s stinger becomes venomous. The naga form must have a tail stinger to take this ability. Sting—injury; save Fort DC 10 + 1/2 the druid’s class level + the druid’s Constitution modifier; frequency 1 round; effect sleep for 2d4 minutes; cure 1 save.

Spit Venom (Ex): The naga form can spit her venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Any opponent hit by this attack must make a successful save (see above) to avoid the effect. The naga form must have a venomous bite to take this ability.

Sting (Ex): The naga form grows a stinger on the end of her tail, granting her a sting natural attack that deals 1d6 points of piercing damage.

Swim (Ex): The naga form gains a swim speed equal to her base speed.

Tough Scales (Ex): The druid’s enhancement bonus to her natural armor increases by +2. The druid may select this ability more than once. Its effects stack.

Venomous Bite (Ex): The naga form’s bite attack becomes poisonous. Bite—injury; save Fortitude DC 10 + 1/2 the druid’s class level + the druid’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Constitution damage, cure 1 save.

This ability replaces venom immunity, a thousand faces, and timeless body.

True Naga (Su)
At 20th level, a naga aspirant metamorphoses into a unique naga. Her wild shape form becomes her natural form, though she can transform into her original nagaji shape at will. Her creature type permanently changes to aberration.

This ability replaces wildshape (at will).


Druidic Herbalism:
Spoiler:

Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.

Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.

A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.

A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.

At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.


So.
Can I use Druidic Herbalism to create extracts of the newly-added Naga Aspirant spells?
Can I use Druidic Herbalism to make extracts I can hand out of Personal-Range spells, like the afore-mentioned Divine Favor?
I would also love your thoughts on this combination, and anything it inspires to be added to the character!


1 person marked this as a favorite.

So my gaming group will be starting our first Curse of the Crimson Throne game in about 3 weeks. I'm going to be playing a Shelynite Bard, and he's built with a high Perform: Oratory. I wanted to take advantage of that, and so I went about finding a song or two I could use over the course of the game.

I know very little about the story of CotCT, so please stay spoiler-free.

Here is a little more about my character if anyone is curious. Zach, stay out! Yes you, the yeti. Anyone else who ISN'T in our group, please read on. It will make my motivations a little more clear.

Spoiler:

I'm not going to be a Shelynite bard at all. I will be playing a Hidden Priest of Milani, though the bit about the high Perform: Oratory is true. He is a Herald Caller/Hidden Priest, yes, with GM permission, and even the party thinks I am playing a bard. I am running with a Dervish Dancer, so they know I won't be able to use bardic music. Obviously it will come out eventually that I am actually a cleric, but it will be a fun ride along the way. Any suggestions on how to keep up the act are appreciated. I'll be taking a trait to make Bluff a class skill, and keeping it maxed, as well as using every roleplay opportunity to come off as a Shelynite.

Here is the song. I've already made a few changes to it, though obviously I will need to change the names of the Americans to my adventuring party when I know what their characters are named. The names Jesus and Moses could be subbed out for Golarion-specific prophets, for example. Most of the song fits already.

Please help me figure out a few appropriate changes to the song, namely anything that doesn't fit. I really want this to fit well, so when I spring it on my fellow players it works as seamlessly as possible. I bolded the changes I made.

Spoiler:

My Shot Lyrics [HAMILTON)
I am not throwing away my shot!
I am not throwing away my shot!
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot!
I’m ‘a get a scholarship to the Acadamae
I prob’ly shouldn’t brag, but dag, I amaze and astonish
The problem is I got a lot of brains but no polish
I gotta holler just to be heard
With every word, I drop knowledge!
I’m a diamond in the rough, a shiny piece of coal
Tryin’ to reach my goal. My power of speech: unimpeachable
Only nineteen but my mind is older
These Korvosan streets get colder, I shoulder
Ev’ry burden, ev’ry disadvantage
I have learned to manage, I don’t have a gun to brandish
I walk these streets famished
The plan is to fan this spark into a flame
But damn, it’s getting dark, so let me spell out the name
I am the—

[HAMILTON/LAFAYETTE/MULLIGAN/LAURENS]
A-L-E-X-A-N-D
E-R—we are—meant to be…

[HAMILTON]
A colony that runs independently
Meanwhile, the Chels keep s~#$tin’ on us endlessly
Essentially, they tax us relentlessly
Then King Stirge turns around, runs a spending spree
He ain’t ever gonna set his descendants free
So there will be a revolution in this century
Enter me!

[LAFAYETTE/MULLIGAN/LAURENS]
(He says in parentheses)

[HAMILTON]
Don’t be shocked when your hist’ry book mentions me
I will lay down my life if it sets us free
Eventually, you’ll see my ascendancy
[HAMILTON]
And I am not throwing away
My shot
I am not throwing away
My shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot

[LAURENS]
My shot!

My shot!

And I’m not throwing away my shot.

[HAMILTON/MULLIGAN/LAURENS/LAFAYETTE]
I am not throwing away my shot
I am not throwing away my shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot
It’s time to take a shot!

[LAFAYETTE]
I dream of life without a monarchy
The unrest in Jeggare will lead to ‘onarchy?
‘Onarchy? How you say, how you say, ‘anarchy?’
When I fight, I make the other side panicky
With my—

[HAMILTON/LAURENS/LAFAYETTE/MULLIGAN]
Shot!

[MULLIGAN]
Yo, I’m a tailor’s apprentice
And I got y’all knuckleheads in loco parentis
I’m joining the rebellion cuz I know it’s my chance
To socially advance, instead of sewin’ some pants!
I’m gonna take a—

[HAMILTON/LAURENS/LAFAYETTE/MULLIGAN]
Shot!

[LAURENS]
But we’ll never be truly free
Until those in bondage have the same rights as you and me
You and I. Do or die. Wait till I sally in
On a stallion with the first Shoanti battalion
Have another—

[HAMILTON/LAURENS/LAFAYETTE/MULLIGAN]
Shot!

[BURR]
Geniuses, lower your voices
You keep out of trouble and you double your choices
I’m with you, but the situation is fraught
You’ve got to be carefully taught:
If you talk, you’re gonna get shot!

[HAMILTON]
Burr, check what we got
Mister Lafayette, hard rock like Lancelot
I think your pants look hot
Laurens, I like you a lot
Let’s hatch a plot blacker than the kettle callin’ the pot...
What are the odds the Gods would put us all in one spot
Poppin’ a squat on conventional wisdom, like it or not
A bunch of revolutionary manumission abolitionists?
Give me a position, show me where the ammunition is!

Oh, am I talkin’ too loud?
Sometimes I get over excited, shoot off at the mouth
I never had a group of friends before
I promise that I’ll make y’all proud

[LAURENS]
Let’s get this guy in front of a crowd

[HAMILTON/LAURENS/LAFAYETTE/MULLIGAN/ENSEMBLE]
I am not throwing away my shot
I am not throwing away my shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot

I am not throwing away my shot
I am not throwing away my shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot
[LAURENS]
Ev’rybody sing:
Whoa, whoa, whoa
Hey!
Whoa!
Wooh!!
Whoa!
Ay, let ‘em hear ya!

Let’s go!

I said shout it to the rooftops!
Said, to the rooftops!
Come on!

Come on, let’s go!
[HAMILTON/LAFAYETTE/
MULLIGAN]
Whoa! Whoa! Whoa!

Whoa!

Whoa!

Yea!

[COMPANY]
Whoa! Whoa! Whoa!
Whoa!
Whoa!

Yea!

[LAURENS]
Rise up!
When you’re living on your knees, you rise up
Tell your brother that he’s gotta rise up
Tell your sister that she's gotta rise up
[LAURENS AND ENSEMBLE]
When are these colonies gonna rise up?
When are these colonies gonna rise up?
When are these colonies gonna rise up?
When are these colonies gonna rise up?

Rise up!
[COMPANY]
Whoa! Whoa!
Whoa!
Whoa!
Whoa!

Rise up!

[HAMILTON]
I imagine death so much it feels more like a memory
When’s it gonna get me?
In my sleep? Seven feet ahead of me?
If I see it comin’, do I run or do I let it be?
Is it like a beat without a melody?
See, I never thought I’d live past twenty
Where I come from some get half as many
Ask anybody why we livin’ fast and we laugh, reach for a flask
We have to make this moment last, that’s plenty

Scratch that
This is not a moment, it’s the movement
Where all the hungriest brothers with
Something to prove went?
Foes oppose us, we take an honest stand
We roll like Moses, claimin’ our promised land
And? If we win our independence?
Is that a guarantee of freedom for our descendants?
Or will the blood we shed begin an endless
Cycle of vengeance and death with no defendants?
I know the action in the street is excitin’
But Jesus, between all the bleedin’ ‘n fightin’
I’ve been readin’ ‘n writin’
We need to handle our financial situation
Are we a nation of states? What’s the state of our nation?
I’m past patiently waitin’. I’m passionately
Smashin’ every expectation
Every action’s an act of creation!
I’m laughin’ in the face of casualties and sorrow
For the first time, I’m thinkin’ past tomorrow

[HAMILTON AND COMPANY]
And I am not throwing away my shot
I am not throwing away my shot
Hey yo, I’m just like my country
I’m young, scrappy and hungry
And I’m not throwing away my shot
[HAMILTON/LAURENS/
LAFAYETTE/MULLIGAN]
We’re gonna rise up! Time to take a shot!
We’re gonna rise up! Time to take a shot!
We’re gonna

[HAMILTON]
Time to take a shot!

[HAMILTON/LAFAYETTE/
LAURENS/MULLIGAN]
Time to take a shot!

Time to take a shot!

Take a shot!
Shot!
Shot!
A-yo it’s
Time to take a shot!
Time to take a shot!
And I am—
[ENSEMBLE]
Not throwing away my shot

Not throwing away my shot

We’re gonna

Rise up!
Rise up!

Rise up!
Rise up!

Rise up!

Rise up!

Ri— ri— ri—

Time to take a shot!
Time to take a shot!
And I am—

[HAMILTON/LAFAYETTE/MULLIGAN/LAURENS]
Not throwin’ away my—

[COMPANY]
Not throwin’ away my shot!

Feel free to critique away; I'm curious what you think about this idea.


Hi everyone! My life got really, really crazy, and now I am finally able to sit down and be in a game again. I am looking at a summon-focused cleric, so I am thinking Herald Caller. Basically any non-evil Pathfinder deity is available, subdomains are okay, and we will likely go all the way to, or just before 20. A 20-point buy Curse of the Crimson Throne (no spoilers please!). I’ll be with a skill-heavy Rogue, a healer/battle Cleric of Iomedae, a straight Barbarian or Bloodrager, and an Arcanist who goes into Eldritch Knight. I’m pretty much free to do whatever I want, as long as I stay in a party face capacity. Here is where I could use some help.

1. First off, I am fascinated by the Divine Paragon archetype. Is having my alignment the same as my deities going to limit me too much? The DM said they would work together; I would essentially just have the domain spells from one domain. Is it too much? What domain/subdomains should I be looking at? Any deity suggestions?

2. I’ll be taking a few other summoning feats than what is granted for free from Herald Caller, but not more than a few. Probably Summon Guardian Spirit, Versatile Summon Monster, maybe Expanded Summon Monster or Preferred Spell later on for something like Heal or Harm. What should I do? I know reach cleric is a popular addition, but what suggestions have you got for me?

3. Any items or spells I should look out for?

Thank you in advance!


Before you say anything, yes, I'm aware of this thread talking about maxing Craft skills. But it's been 4 years people! Surely we can do better!

The highest listed previously was as follows for non-Alchemy Craft checks (Thanks to see):

Spoiler:

Crafting Check, Level 20

20 Ranks
+3 Class Skill
+2 Masterwork Tool
+6 Skill Focus feat
+4 Prodigy feat
+2 Master Craftsman feat
+2 Clan Artisan (Xa Hoi) Trait bonus
+2 from someone else with the Cooperative Crafting feat assisting
+9 enhancement bonus from Ring of Craft Magic (9th level spell expended)
+13 Int Modifier (18 base Int, +2 racial bonus to int, +5 int from levels, +5 tome or wish, +6 headband, for a total of 36 Int)

Total of +63


and for Craft Alchemy Checks (thanks to alientude):
Spoiler:

Craft (alchemy)

Human lvl 20 Alchemist
+20 Ranks
+3 Class skill
+13 Intelligence (18 start, +2 racial, +5 leveling, +6 headband, +5 inherent from tome/wishes)
+10 racial bonus - Heart of the Fields (Human alternate racial trait)
+2 trait bonus - Clan Artisan (Xa Hoi)
+6 Skill Focus feat
+4 Prodigy feat
+2 Master Craftsman feat
+2 Master Alchemist feat
+2 circumstance bonus - Alchemist's lab
+5 competence bonus - Cauldron of Brewing

For a total of +69.

Some situational modifiers below:

+20 competence bonus (not stacking with previous) - Crafting mundane alchemical substances (from Alchemist class)
+6 enhancement bonus - Ring of Craft Magic (6th level spell slot used)
+5 luck bonus - Crafter's Fortune extract (only works on one craft check)

That brings the total to +95.

Now for the truly obscure:

+5 from Genius Avaricious spell from Council of Thieves 6.

For a grand total of +100.

Surely with all the new feats, archetypes, classes, and spells, we can get Craft up there even higher!

And if you're wondering, yes, this experiment has a reason: A friend is planning on playing the most Acrobatic Monk he can make, trying to get his Acrobatics checks made to jump as high as possible.

That's easy, I say!

So my accompanying character will be at the mercy of the advice boards. Help me make the best crafter we can! Anything Paizo is on the table; I can always just cut out whatever the DM says no to adding.


Hello! I've been a Pathfinder GM for several years, and recently picked up the Rise of the Runelords Anniversary Edition. I plan to run it straight through, and maybe even tack on a shortened version of Jade Reagent afterwards. F2F, not PbP.

I'm in a new PbP Rise of the Runelords game, but have never been a player or GM for RotR. Can anyone offer any advice on what I should expect? Any changes that may need to be made? Any suggestions on continuing into another adventure path after the story is over? Even a link to a similar thread would be quite helpful.

Lastly, other than reading Campagin Journals, which I plan to do, is there anything else I could do as prepwork for this game? My group is a mix of not-quite-new-anymore players, and very experienced gamers.

Basically I'll take anything you have for me, forum-goers!


=======================
30th of Erastus, Midday:
=======================

The 30th of Erastus is Founder's Day; the celebrated anniversary of the founding of the kingdom. It's not actually known what day the kingdom was founded on, so instead the country celebrates the birthday of Althamar's founder, the hero Althalus.

You are sitting in the town square in Dromston. the mayor of the city has officially announced the start of Founder's Week, a week-long celebration not found anywhere else in the country. Everyone realizes it is just an excuse to get more tourists and off-duty soldiers to spend their money here, but the festival is always so entertaining no one seems to mind.

There are booths all up and down both sides of the street. Vendors are hawking everything from food, to arms, to clothing; even the occasional magic item. Crowds are milling about, and people from all over are excitedly running to and fro.

You spot Joram, the retired paladin and part-time deputy to the sheriff of Dromston, watching the children run with a grandfatherly look upon his face. He's a human man, pushing 60, with stark-white hair. He's wearing his ceremonial armor, but is carrying live steel.

Across the way is the booth for most celebrated event this festival, a traveling circus that timed their passing through to the carnival. They are set up in a series of large pavilion tents, in an empty lot adjacent to the Hare's Shanty.

The Hare's Shanty is a dive bar frequented by men of ill-repute, and women of even iller intent. It's decidedly the worst drinking establishment in the city, but has been around longer than the rest. Since it is a piece of local history, it tends to get a pass from the constabulary. It has occupied the same building on the main drag for six generations.

And, lastly, walking up the road is the mayor's son, Nathern Donsden, the heir to the Donsden trade empire. He is dressed, as always, in an outfit that probably cost over 50 gold pieces. While Nathern is something of a spoiled rich kid, he isn't a terrible individual. In a blatant display of wealth, he has hired three men to walk behind him handout out sweets to children, and occasionally tossing copper pieces into crowds.

The festival is in full swing, and the weather is fine. A bright summer day, with enough clouds to take the edge off. Music and laughter rings across the city. As for entertainment, there's lots to be found. Exotic and inviting smells waft from food stands, townsfolk roar in excitement as they watch people spar with blunted weapons, professional dancers draw the eyes to the stage. There's a fortune teller, and an illusionist who showcases incredibly detailed visages of exotic architecture and hilarious caricatures. There is even a Haidowshen Katana Demonstration later today.

Most of the festivities are still going for a few more hours, with the intention of ending at sundown. The day will end with a magic light show after full dark.

Acrobats and jugglers have been pouring out of the large, colorful pavilion tent. They are accompanied by people holding signs advertising the circus. The circus had been having shows all day, but the Grand Cryptic Extravaganza show was tonight. It is the talk of the town. Once this parade was spilled forth, many of the carnival games switched from their original prizes, to tickets for the big show.

Feel free to place yourself in the scene. You can be in the Hare's Shanty, just outside, or somewhere completely different. You don't have to meet at the tavern, but it certainly would be a bit tropey.


=======================
30th of Erastus, Midday:
=======================

The 30th of Erastus is Founder's Day; the celebrated anniversary of the founding of the kingdom. It's not actually known what day the kingdom was founded on, so instead the country celebrates the birthday of Althamar's founder, the hero Althalus.

You are sitting in the town square in Dromston. the mayor of the city has officially announced the start of Founder's Week, a week-long celebration not found anywhere else in the country. Everyone realizes it is just an excuse to get more tourists and off-duty soldiers to spend their money here, but the festival is always so entertaining no one seems to mind.

There are booths all up and down both sides of the street. Vendors are hawking everything from food, to arms, to clothing; even the occasional magic item. Crowds are milling about, and people from all over are excitedly running to and fro.

You spot Joram, the retired paladin and part-time deputy to the sheriff of Dromston, watching the children run with a grandfatherly look upon his face. He's a human man, pushing 60, with stark-white hair. He's wearing his ceremonial armor, but is carrying live steel.

Across the way is the booth for most celebrated event this festival, a traveling circus that timed their passing through to the carnival. They are set up in a series of large pavilion tents, in an empty lot adjacent to the Hare's Shanty.

The Hare's Shanty is a dive bar frequented by men of ill-repute, and women of even iller intent. It's decidedly the worst drinking establishment in the city, but has been around longer than the rest. Since it is a piece of local history, it tends to get a pass from the constabulary. It has occupied the same building on the main drag for six generations.

And, lastly, walking up the road is the mayor's son, Nathern Donsden, the heir to the Donsden trade empire. He is dressed, as always, in an outfit that probably cost over 50 gold pieces. While Nathern is something of a spoiled rich kid, he isn't a terrible individual. In a blatant display of wealth, he has hired three men to walk behind him handout out sweets to children, and occasionally tossing copper pieces into crowds.

The festival is in full swing, and the weather is fine. A bright summer day, with enough clouds to take the edge off. Music and laughter rings across the city. As for entertainment, there's lots to be found. Exotic and inviting smells waft from food stands, townsfolk roar in excitement as they watch people spar with blunted weapons, professional dancers draw the eyes to the stage. There's a fortune teller, and an illusionist who showcases incredibly detailed visages of exotic architecture and hilarious caricatures. There is even a Haidowshen Katana Demonstration later today.

Most of the festivities are still going for a few more hours, with the intention of ending at sundown. The day will end with a magic light show after full dark.

Acrobats and jugglers have been pouring out of the large, colorful pavilion tent. They are accompanied by people holding signs advertising the circus. The circus had been having shows all day, but the Grand Cryptic Extravaganza show was tonight. It is the talk of the town. Once this parade was spilled forth, many of the carnival games switched from their original prizes, to tickets for the big show.

Feel free to place yourself in the scene. You can be in the Hare's Shanty, just outside, or somewhere completely different. You don't have to meet at the tavern, but it certainly would be a bit tropey.


Here is the discussion thread. Stop by and say hi!


This is a closed recruitment that is a carryover from a recruitment that closed last week.


Here is the discussion thread. Welcome aboard!


1 person marked this as a favorite.

Dungeons and Dragons has always been filled with iconic monsters and traps, and has spawned several tropes accordingly over the decades. Yet, many players haven’t fought a dragon. Or a Mind Flayer. Or even just goblins/hobgoblins/bugbears. Pathfinder has continued this tradition of excellence in gaming, and people have developed more clichés as they play.

I have a homebrewed campaign setting built around this idea that I’ve used successfully for several tabletop games. It is filled with iconic encounters, like rescuing a princess from a tower, fighting a red dragon to loot it’s treasure hoard, or protecting a village from bandits. I recently brought it to the forums, and I am looking to run a second table.

This game will be in a world that isn’t dissimilar to the way many people fondly remember their first adventures: Through Rose-Colored Glasses of Nostalgia and Fond Remembrance…tempered by lots and lots of TV and Internet Tropes. Players would assume the role of classic heroes, intentionally using fantasy clichés to really play up the setting. Previous F2F characters include the farmboy who picked up a magic sword and found out he is the long-lost prince of the kingdom. The virginal priestess who rode a unicorn. The halfling rogue who was something of a klepto, but with a heart of gold. The bard who died. A LOT. (That was the same month the Gamers: Dorkness Rising movie came out, with the pile of bards, so it has really stuck with my gaming group, having been solidified in a way we would have never imagined!) Additionally, every time I run this setting, the party goes through a classic adventure module as part of the main questline. Previous modules include the Tomb of Horrors, Expedition to Barrier Peaks, and even a brief foray into Ravenloft.

Would you like to come on this journey with me?

It will be a Pathfinder-Rules-Play-by-Post.I have the expectation of at least one post a day on weekdays. I would prefer more, but one will be the minimum standard. Weekends are optional.

While the premise does lend to some light-hearted moments, and occasional silliness, this will be a full-blown Pathfinder game. Be sure to make fun cliché characters, but nothing that would detract too much either.

Setting:

Spoiler:

Althamar:
Althamar is a largely agrarian nation, ran by a family of Paladin-Kings. The Royal Bloodline is rich with Sorcerous power, and as such the threat of action by the King and his family is often enough to stay the hand of any would-be aggressor. Althamar’s population is approximated at two hundred twenty nine thousand people. About a third of the country’s population live away from towns or villages, and instead form a series of homestead communities with their closest neighbors. Often you will see four homes built very close together, forming a sort of square pattern, not unlike the Microsoft symbol. These families look out for one another, and foster a sense of community in their little neck of the woods. It is estimated that over 90% of the country’s population work in the farming industry, in one capacity or another. Halflings are by and large the most common non-human race in Althamarian cities, though they are actually third, not second, in population size. Althamar is unique in that it has several “kingdoms” within it’s borders: the Elven Kingdom in the eastern forests, the Sea Elves in the inland sea, and the Dwarven kingdom in the northern mountains. As such, the elves are actually the second most prevalent race in the kingdom, from a population standpoint.
Althamarian Geography:
Althamar is surrounded by mountains on about three sides, with coastal access in the southwest. Picture the country as a vast, flat plain of preternaturally-rich soil. The occasionally rivers and streams run all throughout the kingdom, and it has a large salt-water inland sea dominating the northwestern quadrant of the kingdom. Forests line the east and west foothills, with the forest on the eastern side being much larger. You’ll be starting the game in the city just north of the southernmost city of the country. That second star from the bottom, the city of Dromstron. Dromston is a city with lots of taverns. It's the place where soldiers from the southern military city of Combley travel on leave. Since Dromston accommodates so many farmers and off-duty soldiers, it is something of a poor man’s resort town. It has an active and engaging theater community, more taverns per capita than anywhere else in the country, and a lively and exciting boxing club. The city is at it’s core a tourist destination for the people of the region.

A Map of Althamar

Character Creation Rules:
Backstory:
First off, the backstory. It is the most important aspect of this recruitment, and while I don’t expect pages and pages of story, I do expect something decent. Please try to incorporate the following list:
• 2 character goals to accomplish in this game. Preferably at least one short-term, and one long-term.
• 2 secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, because plot.
• 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.
• Three key memories that define your character as the person they are at the time of submission.
• Please speak a little to your character’s personality and appearance.

Yes, I am lifting all that from GM Knightmare Knight’s background format, by way of GM Fez’s recent recruitment thread. Lastly, when the game starts, none of you will be heroes or adventurers. Please try to reflect this in your background.

Level: Characters will start at 1st level.

Stats: 25 Point Buy. No ability scores below 8.

Races: All Paizo races are allowed within reason. That said, the core races are a bit more “classic”, and will likely have an easier time getting in. You’ll notice that the primary kingdom is very human-heavy, as it is the “Old Standard”, and as such if you aren’t a core race, you are very likely from another kingdom. Which is fine; just understand you may have less of a motivation to help the country in it’s hour of need. So be sure to work that into your backstory.

Classes: Any Paizo class is allowed, excluding Gunslinger, since the tech level just isn’t there. Alchemist is allowed, but needs to have a more high-fantasy feel. This includes prestige classes at higher levels; just run them by me first. Archetypes will all be permitted unless something really crazy comes up. No 3rd party material, and no early-entry shenanigans.

Alignment: Anything non-evil is allowed. Good characters are more “classic heroes”, and much like the core races, will also likely have an easier time getting in.

Deities: Standard Pathfinder Pantheon.

Skills: In addition to your normal skills, I am using the Background Skills from Unchained. They can be found on the PFSRD for anyone without the book. These should be relevant to your back story. I will be giving an extra skill point per level, that must be spent on Appraise, Craft, Perform, or a Profession skill. Three extra total. You’ll notice the heroes are often the best at what they do, even though you rarely see them ever practice. This is a fun way to acknowledge that, while making a roleplay skill easy to stay relevant. I’m also not of those GMs that punishes a group for not having a trapbreaker, or constantly screws people over for a lack of Perception or Sense Motive. Take those skills if you think your character would have them; don’t worry if you don’t.

Traits: You may select two traits. Campaign traits from APs may be allowed, but I reserve the right to approve or deny them on a case-by-case basis. Please no drawbacks.

Wealth: Max for your class.

Hit Points: Max hit points at each level.

About Me, as a GM: I've been playing D&D for over 20 years, and that is most of my life. I prefer grand, epic adventures; smart games, that are heavy on roleplay. Don't expect me to always guide you, instead, I prefer to let the party work together to make decisions and really go where they want to take the story. That said, I am on the boards for several hours a day, and will likely post multiple times a day. I try to adjust my posting rate to that of my players. I love incorporating backstories, and weaving tales that have people talking for years. As for houserules, I just make natural ones auto-fails for attack rolls, not fumbles. It helps with pacing for PBP, but NPCs can still fumble. You are heroes, after all. That, and successive criticals. You roll a 20, roll again. Roll another 20? Roll again. Etc, etc, until no natural 20 is rolled. Enemies don’t get this, not to worry. I am always available via PM.

What I am Looking for: I'm not as concerned with posting count as I am with posting rate. I want a well thought-out character, and characters without backstories are very likely to not get picked. The more you have, the better. I try to give preference to active PBP DMs as well, but it isn't a dealbreaker, but more of a tiebreaker.

Recruitment will run until Noon Pacific Time, Thursday the 7th of April. That is two weeks from today, at which time I will deliberate and pick a party of six PCs.


=====================
30th of Erastus, Early Afternoon:
=====================

The festival is in full swing, and the weather is fine. A bright summer day, with enough clouds to take the edge off. Music and laughter rings across the city. As for entertainment, there's lots to be found. Exotic and inviting smells waft from food stands, townsfolk roar in excitement as they watch people spar with blunted weapons, professional dancers draw the eyes to the stage. There's a fortune teller, and an illusionist who showcases incredibly detailed visages of exotic architecture and hilarious caricatures. There is even a Haidowshen Katana Demonstration later today.

Most of the festivities are still going for a few more hours, with the intention of ending at sundown. The day will end with a magic light show after full dark.

Acrobats and jugglers have been pouring out of the large, colorful pavilion tent. They are accompanied by people holding signs advertising the circus. The circus had been having shows all day, but the Grand Cryptic Extravaganza show was tonight. It is the talk of the town. Once this parade was spilled forth, many of the carnival games switched from their original prizes, to tickets for the big show.

You've left the Hare's Shanty, in some cases due to rambunctious nature of the massive bar fight currently happening, or perhaps because of the sheer volume, perhaps it is because your companion draws strange looks, and in one case due to your shift being over for the day.

Go ahead and continue the casual roleplaying, and once everyone has gotten established, I will start the story in earnest; most likely Monday.. Try to interact with one another, and begin to develop relationships.


Here is the lovely discussion thread. Stop in and say hi!


Dungeons and Dragons has always been filled with iconic monsters and traps, and has spawned several tropes accordingly over the decades. Yet, many players haven’t fought a dragon. Or a Mind Flayer. Or even just goblins/hobgoblins/bugbears. Pathfinder has continued this tradition of excellence in gaming, and people have developed more clichés as they play.

I have a homebrewed campaign setting built around this idea that I’ve used successfully for several tabletop games. It is filled with iconic encounters, like rescuing a princess from a tower, fighting a red dragon to loot it’s treasure hoard, or protecting a village from bandits. I’m looking to bring it to the Paizo forums.

This game will be in a world that isn’t dissimilar to the way many people fondly remember their first adventures: Through Rose-Colored Glasses of Nostalgia and Fond Remembrance…tempered by lots and lots of TV and Internet Tropes. Players would assume the role of classic heroes, intentionally playing on fantasy clichés to really play up the setting. Previous F2F characters include the farmboy who picked up a magic sword and found out he is the long-lost prince of the kingdom. The virginal priestess who rode a unicorn. The halfling rogue who was something of a klepto, but with a heart of gold. The bard who died. A LOT. (That was the same month the Gamers: Dorkness Rising movie came out, with the pile of bards, so it has really stuck with my gaming group, having been solidified in a way we would have never imagined!) Additionally, every time I run this setting, the party goes through a classic adventure module as part of the main questline. Previous modules include the Tomb of Horrors, Expedition to Barrier Peaks, and even a brief foray into Ravenloft.

Would you like to come on this journey with me?

It will be Pathfinder rules; probably Roll20. Play-by-Post, with the expectation of at least one post a day. I would prefer more, but one will be the minimum standard.

While the premise does lend to some light-hearted moments, and occasional silliness, this will be a full-blown Pathfinder game. Be sure to make fun cliché characters, but nothing that would detract too much either.

Setting:

Spoiler:

Althamar
Althamar is a largely agrarian nation, ran by a family of Paladin-Kings. The Royal Bloodline is rich with Sorcerous power, and as such the threat of action by the King and his family is often enough to stay the hand of any would-be aggressor. Althamar’s population is approximated at two hundred twenty nine thousand people. About a third of the country’s population live away from towns or villages, and instead form a series of homestead communities with their closest neighbors. Often you will see four homes built very close together, forming a sort of square pattern, not unlike the Microsoft symbol. These families look out for one another, and foster a sense of community in their little neck of the woods. It is estimated that over 90% of the country’s population work in the farming industry, in one capacity or another. Halflings are by and large the most common non-human race in Althamarian cities, though they are actually third, not second, in population size. Althamar is unique in that it has several “kingdoms” within it’s borders: the Elven Kingdom in the eastern forests, the Sea Elves in the inland sea, and the dwarven kingdom in the northern mountains.
Althamarian Geography
Althamar is surrounded by mountains on about three sides, with coastal access in the southwest. Picture the country as a vast, flat plain of preternaturally-rich soil. The occasionally rivers and streams run all throughout the kingdom, and it has a large salt-water inland sea dominating the northwestern quadrant of the kingdom. Forests line the east and west foothills, with the forest on the eastern side being much larger.

Character Creation Rules:

Level: Characters will start at 1st level.

Stats: 25 Point Buy. No ability scores below 8.

Races: All Paizo races are allowed within reason. That said, the core races are a bit more “classic”, and will likely have an easier time getting in. You’ll notice that the primary kingdom is very human-heavy, as it is the “Old Standard”, and as such if you aren’t a core race, you are very likely from another kingdom. Which is fine; just understand you may have less of a motivation to help the country in it’s hour of need. So be sure to work that into your backstory.

Classes: Any Paizo class is allowed, excluding Gunslinger, since the tech level just isn’t there. Alchemist is allowed, but needs to have a more high-fantasy feel. This including prestige classes at higher levels; just run them by me first. Archetypes will all be permitted unless something really crazy comes up. No 3rd party material, and no early-entry shenanigans. The Varient Multiclassing system in Unchained is permitted.

Alignment: Anything non-evil is allowed. Good characters are more “classic heroes”, and much like the core races, will also likely have an easier time getting in.

Deities: Standard Pathfinder Pantheon.

Skills: In addition to your normal skills, I am using the Background Skills from Unchained. They can be found on the PFSRD for anyone without the book. These should be relevant to your back story. I will be giving an extra skill point per level, that must be spent on Appraise, a Craft, or a Profession skill. Three extra total. You’ll notice the heroes are often the best at what they do, even though you rarely see them ever practice. This is a fun way to acknowledge that, while making a roleplay skill easy to stay relevant. I’m also not of those GMs that punishes a group for not having a trapbreaker, or constantly screws people over for a lack of Perception or Sense Motive. Take those skills if you think your character would have them; don’t worry if you don’t.

Traits: You may select two traits. Campaign traits from APs may be allowed, but I reserve the right to approve or deny them on a case-by-case basis. Please no drawbacks.

Wealth: Max for your class.

Hit Points: Max hit points at each level.


Dungeons and Dragons has always been filled with iconic monsters and traps, and has spawned several tropes accordingly over the decades. Yet, many players haven’t fought a dragon. Or a Mind Flayer. Or even just goblins/hobgoblins/bugbears. Pathfinder has continued this tradition of excellence in gaming, and people have developed more clichés as they play. I have a homebrewed campaign setting built around this idea that I’ve used successfully for several tabletop games. It is filled with iconic encounters, like rescuing a princess from a tower, fighting a red dragon to loot it’s treasure hoard, or protecting a village from bandits. I’m looking to bring it to the Paizo forums.

This interest check thread is to see if people would like to play in a world that isn’t dissimilar to the way many people fondly remember their first adventures: Through Rose-Colored Glasses of Nostalgia and Fond Remembrance…tempered by lots and lots of TV and Internet Tropes. Players would assume the role of classic heroes, intentionally playing on fantasy clichés to really play up the setting. Previous F2F characters include the farmboy who picked up a magic sword and found out he is the long-lost prince of the kingdom. The virginal priestess who rode a unicorn. The halfling rogue who was something of a klepto, but with a heart of gold. The bard who died. A LOT. (That was the same month the Gamers: Dorkness Rising movie came out, with the pile of bards, so it has really stuck with my gaming group, having been solidified in a way we would have never imagined!) Additionally, every time I run this setting, the party goes through a classic adventure module as part of the main questline. Previous modules include the Tomb of Horrors, Expedition to Barrier Peaks, and even a brief foray into Ravenloft.

Would you like to come on this journey with me? If I get enough interest, I will gladly post a recruitment thread. It will be Pathfinder rules; probably Roll20.


So we have a game starting up soon, and I am putting together an arcanist with tons of metamagic. I'll be taking Additional Traits to grab Metamagic Master and Magical Lineage. I'll be starting with Outlander for the increase to caster level for 3 spells.

Little Information about the character:

He'll be a Half-Elf Brown-Fur Transmuter, and I'll be also focusing on raising my caster level for dispel purposes via the Counterspell Exploit. Since I won't be using Dispel Magic terribly often, I'm not 100% sure if I should make Dispel Magic or Greater Dispel Magic one or two of the spells I raise with Outlander.

So lots of counterspelling and ally buffing.

My question is in 3 parts:

What other spells to choose for Outlander? Any particular buff spells that jump out as benefitting more from an extra caster level? My initial thought is of course spells that have a duration counted in rounds.

Secondly, what spells should I work reduce the metamagic costs on with Metamagic Master and Magical Lineage? Please keep in mind I'm not thinking blasty spells or metamagic feats.

Lastly, what metamagic feats should I actually take, and what feats to acquire via metamagic rods?

Here is Metamagic Master: Choose a spell of 3rd level or below. When you use the chosen spell with a metamagic feat, it uses up a spell slot one level lower than it normally would.

And Magical Lineage: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell's final adjusted level.

Lastly, Outlander: You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus.

I will taking Craft Wondrous Item to grab the Kimono too, not to worry there.

So, what input can you offer? I'm liking the idea of the Extend Spell and Spell Tinker combination to ensure that my buffs last forever, but otherwise I'm drawing a blank.