Barbarelle of the Woods's page

No posts. Organized Play character for Lucy_Valentine.




A wizard can learn spells from a spellbook, scroll, or other arcane writing. No problem.
So if a wizard wants to copy a level one spell, they can do it really easily by buying a scroll. Yay.

But you can't buy a scroll of a cantrip. So how do you add more cantrips to your spellbook? Sure, if you meet another wizard, you could copy theirs. But is there any other way?

In PF1 you could get scrolls of cantrips. You could also buy access to spellbooks by spending half the copying cost. Is there any equivalent in 2e, or specifically in PFS now?


Hello,
Have I understood this correctly? I am rather puzzled.
If I create an elven ranger character, they are trained in martial weapons. The elven curve blade is a martial weapon so they can use it no problem. But it is uncommon, so they cannot buy it. If I want to buy an ECB for this character, I'd need a chronicle sheet or to unlock it with a heritage feat. The heritage feat in question would give them trained proficiency with an ECB and some other martial weapons... which they already have.
So in order for an elf ranger, from Kyonin, to purchase an elven curve blade that they can already use, they have to take a heritage feat that does nothing else.
Is that really correct?
Thanks.


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I've been thinking about low-level mobility recently, and particularly about moving more than 20'. I think I have a pretty good grasp on the various options to increase base speed, but I'm not sure I've got all the options for moving at full speed in medium armour. So please internet hive mind, help me out. So far I have:
* Mithral armour. Obviously good, but not terribly practical at very low levels,
* three levels of Fighter (any archetype that keeps armour training),
* three levels of Yojimbo Samurai,
* one level of Emissary cavalier.

So... what else is there?


I'm running my own material in 1e, and my PCs are probably going to a Spooky Crypt to deal with a ghost problem. Fine and dandy, but as I was prepping the first encounter outside the crypt I noticed the Haunted template for constructs (the crypt is guarded by constructs), which got me thinking. Since the ghost problem is supposed to be causing some localised metaphysical havoc, we could reasonably expect Haunts, Haunted Constructs, and random undead. Haunts fit the scenario conceptually.

My problem is, how do I make them fun? If the haunt manifests and zaps the PCs, that's not really fun. It's just a "gotcha" type trap. If it throws up an obstacle, they can just back off and wait for it to go away. So I think I need the haunt to manifest and throw up some sort of tactical obstacle into an already extant combat, like for example some mobs and then a manifestation of Haunting Mists or similar. Has anyone done this, was it fun, and am I at least on the right track? Or is there a better way?


I was thinking about Jurassic Park and why it's named that, and came to the conclusion it's all about the shape of the words. But this led me onto a truly wonderful name: Cretacia Spark. To me, this sounds like some sort of terribly upper class British woman from a pulp novel.

Naturally, she needs a T-Rex animal companion. Also possibly a whip proficiency, though that's optional. Note that I don't want her to ride the T-Rex.

The problem is, most of the classes that get an animal companion don't seem to fit very well with "posh British". Druid and Hunter are a bit too much "guardian of nature" and a bit too little "irritating imperialist". Cleric's a bit religious, Oracle is it's own thing. Inquisitor has the educated skillset, but is still too committed to a deity, Beast Rider Cavalier rides the creature (and only gets it at L7 anyway), and Wild Child Brawler is nicely uncommitted, but lacks anything to make it appropriately posh. I could work with Inquisitor or Brawler, but neither is ideal.

So I went to look at Investigator, hoping for an animal companion archetype. What I found instead was a familiar archetype. So then I thought, "What about a Mauler Compsognathus? That's pretty close to being a young t-rex." Sadly a t-rex companion would get bigger at L7, while the familiar would get upgraded to an improved familiar, thereby totally altering the concept.

So, does anyone have any other ideas?


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I had the thought today that a magically capable and artistically-minded character could use illusions to make some glorious temporary art. And then I thought there might not be a mechanic for measuring the artistic merit of illusions - most taught artistic skills being substantially related to the mechanical craft of the medium concerned. EG as an amateur painter, I haven't been taught to imagine stuff, I've merely been taught a bit about how to make the paint look like my imagination. So I imagine illusion magic as almost the ideal tool for turning imagination into picture. And yet, it still seems like there should be people who are relatively good at making visually attractive illusions, as opposed to merely functional ones.

So... what skill do I need? Or is it a feat? It seems like craft (illusionary artwork), perform (illusion play), or profession (illusion artist) could all work, but am I missing something?

(I might be overthinking this.)


Can an Eldritch Knight (who does not have fighter levels) take a fighter-only trait (through the additional traits feat), thanks to their diverse training class feature?

Diverse Training:
An eldritch knight adds his level to any levels of fighter he might have for the purpose of meeting the prerequisites for feats (if he has no fighter levels, treat his eldritch knight levels as levels of fighter).

Obviously they can take fighter-only feats, but are traits different?

Edited to add the second question, which I forgot because it seemed so obviously a yes the second time I looked at it:

Does mithral medium armour count as medium for the purposes of the "Defender of the society" trait?


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

Hi guys, yeah, sorry...it's been fun but I really am not able to keep up anymore. Feel free to keep Sigrun around as a NPC if you wish.

Best of luck to everyone!


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

I assume it's normal terrain, right? If not then I probably don't have enough actions to attack.

Seeing the dogs go down, Sigrun moves up towards the guards, swinging her shield clumsily as she goes to disrupt their crossbow fire.

attack (2h hvy shield bash): 1d20 + 6 ⇒ (6) + 6 = 12
damage in case it hits: 1d4 + 4 ⇒ (2) + 4 = 6


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

Sigrun is caught off guard as she follows behind the group, fiddling with her gear. Once she notices the fight start, she rounds on the closest guard to her, bludgeoning him over the head with a mighty two-handed blow from her shield.

attack (hvy shield bash): 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d4 + 6 ⇒ (2) + 6 = 8 B

sorry about the silence, I'll do better


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

Sigrun freezes (no pun intended) as she hears Nadya say the name of her missing daughter. The witch hut, and the doll...maybe the girl was still alive, but the chances didn't seem good, if the witches were involved.

nothing to buy for me, I think.


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Alright, Snowfang and her companion wolf Toothy are basically complete. I'll make an alias (or two, if you prefer) if selected. Thanks!

background, appearance, personality:
The Ilverani may be known as insular and distrusting, but there are always exceptions to every rule. Such was the case with Snowfang's father, who had always been curious about the world outside for as long as he could remember. While his elders pushed him to become a twilight speaker, the Ilverani's representatives to the outside, he had no interest in such a role, instead simply setting off on his own as soon as he could. After wandering the frozen lands of the north for a while, he made his way to the Realm of the Mammoth Lords, making a new home in the tent city of Hillcross. There, he made an uneasy partnership with a Mammoth Lord tribe that frequented the trading city, eventually falling in love with one particularly friendly member and fathering a child with her, who he gave the nickname "Snowfang".

Snowfang's life in the north was never particularly exciting. With nobody but her parents a permanent fixture in her life, she spent most of her early years with the friendly animals that the tribe left in their care. Before long, with little left to do and see in Hillcross, the family decided to set off for the warmer lands to the south. Though they obviously weren't able to take all of Snowfang's animal friends with them on their journey, they did bring along a pack of wolves who seemed just as eager to leave their snowy home, as well as a special gift from the tribe's elders - two kukris, their handles specially crafted from the tusks of a mammoth, a reminder of the land she once called home and the giant beasts she shared it with.

After the long trip across the tundra from Hillcross through the Ulfen lands and down south to Varisia, Snowfang's family arrived in Sandpoint, where they decided to settle. There, they quickly became close friends with the Mvashtis, the quickness and eagerness with which Niska welcomed them leading some to believe that the old seer had seen something extraordinary in the family's future...though the reality was that they had met in the north, years before, on their respective travels. As the young half-elf grew of age, her father began to teach her in some of the few Ilverani ways he still carried with him - survival skills, archery, and most of all the art of fencing, though Snowfang much preferred using her special knives to her father's rapier. At around the same time, one particularly headstrong wolf pup attached himself to Snowfang, who named him Toothy after his normal goofy grin. Between wrangling Toothy, her training, and chatting with Niska - or, at times, all of them together - Snowfang never had a dull day in Sandpoint.

Inevitably, though, Niska passed, and with their strongest tie to the town gone, Snowfang's parents decided to move on once again. This time, though, the grown half-elf decided to stay put and not follow their wanderlust, heeding Niska's advice and feeling the opportunity for an even greater journey ahead. With Toothy at her side, she continued practicing what her father taught her, waiting for a chance to put it to good use.

=====================================================================

Snowfang inherited the pale skin and white hair of her father, and the green eyes and lean physique of her mother. She mostly wears leathers with a splash of blue, and is never seen without her two ivory-handled kukris. Also always at her side is Toothy, a giant gray wolf with a persistent panting grin showcasing his namesake canines.

Having grown up with few peers and parents from two rather reclusive cultures, Snowfang is awkward at best around others, but seems to be able to form strong bonds with animals much more quickly.


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

In the morning, Sigrun quickly glances over her spellbook before stowing it in her pack and joining the others. Looking over at the potions as she pulls her armor and furs on, she muses, "This could make it easier to travel...but I think we should save them for emergencies. We can handle the snow when we're not trying to fight those tiny fey, or giants, or whatever else is going to emerge from this blizzard next." She's also momentarily blinded by the shinies in the chest, but shakes her head dismissively - not much use for those out here.

not changing spells...who knew Touch of Combustion could single-handedly end so many encounters...


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eriktd wrote:
Conjugation magic is a subschool of Enchantment, right? Or is it part of Translation (language-dependent)? Either way I want to know more!

Save DC os based on your linguistics skill instead of saves, of course x'D


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Venus Val'Khan wrote:

im working on my background fluff, but the Paizo golem has eaten it twice and im getting a little fustrated

I always write it in notepad or something else then copy and paste it in when I'm done. Reduces the chance of timing out, and you don't lose it even if you do.


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F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]
Thibaut "Bob" Dufour wrote:

I am predicting that removing the gems in the statue's eyes will dispel the silence.

Once dispelled, the statue will be continually shouting out directions on how to avoid the cursed tomb and access the dragon hoard of treasure beneath it.

It will also occasionally pop in next week's winning lottery numbers and sing jaunty tunes, won't it?


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

Crossposting this in all my active games:

Sorry about being a bit inactive recently. Barring some last-minute change, I'm going to be starting a new job soon. I'd wanted to wait until all the details were officially confirmed to inform everyone, but things are starting to pick up again after the holidays and they've understandably been a bit slow about it, so I'm just posting now. I'd still like to continue on playing, but it'll be a big adjustment for me to make and I don't know how much time and energy I'll have. I'll probably continue being slow to respond for a few more weeks at least, so feel free to bot me if I'm holding things up or haven't posted for a while. I'll probably get back and make a final decision on whether or not I can continue on once I get settled down, we'll see. Hopefully that's okay, thanks.


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F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]
Sven Olaffson wrote:
”Bad for morale it’d be.”

Wise words you speak, jedi master you resemble!


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Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

Lorena holds her head bowed as Khaz goes through his prayers, feeling...something she isn't quite sure of. Something between awe and discomfort, sending an odd mix of shivers up her spine. Still, she can't deny feeling refreshed and grateful that the dwarfsimar had invited her. In a low voice, barely above a whisper, which she hopes fits the occasion, she replies, "Thank you, as well."


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F Elf [ HP: 12/12 | AC: 16 (TAC: 14, FFAC: 12) | CMB: +3, CMD: 17 | Fort: +4, Ref: +4, Will: +2 | Init: +4 | Perception +6 ] Luring Cav 1 // EldArcher Magus 1 [ Speed 30 ft | Spells: 1st 2/2 | Challenge: 1/1; Tactician 1/1; Arcane Pool 4/4 | MW Comp +0 Longbow +6/1d8; ElvBrSpear +5/1d8+3; Longsword +3/1d8+2 | Active conditions: none ]

And here we are!

Hmm. I think this is the third game we're in together, Kurgan. :)


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F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]

Congratulations! Don't worry about your grammar, that should be the least of your concerns right now. Hope everything settles into some semblance of a routine soon. :)


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dotto dotto dotto


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

Amusing image, sure, but...yeah, let's not do that. :)


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I feel like it's more just general unwritten etiquette to only submit one, and to ask first if you have two ideas that you can't decide between. Most GMs are accommodating when it comes to stuff like this, as long as you aren't trying to take advantage of something or someone.


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

Sigrun relaxes as the rest of the group seems to have the situation at hand. Still leaking blood from her wounds, she kneels down with one hand supporting herself on the rocky cliff face. So this was how real combat went - every moment a situation of life or death, not just beating up a training dummy or trading light blows with a sparring partner. She thinks to herself, I'll have to be more careful from now on. What a horrible story it would have been, to fall at the claws of the first beast we saw...


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DoubleGold wrote:
Souls At War wrote:
DoubleGold wrote:
I would have a problem running an AP where Evil wins, but if it does, then it does. So I'm setting the game up for the evil characters to be part villain, part (inadvertently) Anti-heroes. Book 6, when I get that far, will have multiple endings, depending upon the actions you take in Book 6, so players won't have to worry about choices they made in previous books. 1 ending will be the APs actual ending, so there is a chance of evil winning, but many endings will be set up for evil to either only partly win, or lose entirely. There may be more than 1 ending where evil wins entirely. If there were say 9 endings, 2 would be entirely win, 4 would be partly win and 3 might be entirely lose, or 3 and 4, but the ratio of entirely winning will be stacked against the heroes (this is meant to say villains).
Then you would definitely not be running an Evil AP.
Have you ever played Diablo II? If you watch the cut scenes, those Demons do fight over power. I asked my brother what that was all about and he explained it to me, and yes I got the idea from that computer game. I disagree, that just because evil doesn't entirely win, doesn't make the AP less evil, as it is all about playing the evil character. That would make as much sense to me as saying I ran Wrath of Righteous, but there was a total party wipe on book 4, so I didn't run a Good AP, because Good failed. I know you disagree, but that is just how I see it.

...what? If I'm reading correctly, what you're suggesting is that the players can do everything they can to be evil, but the ending still has them helping the "good" people win. I agree that's not really an evil game, per se. The entire point of playing an evil game is to have the "bad guys" win if the players do their job properly.

Your WotR point is a complete strawman; it isn't analogous at all, and nobody would seriously suggest that anyways. And I'm not sure what a video game has to do with this, Golarion is an entirely different world.

Yeah, I think I've made up my mind about it.


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

Any news, Shalm? :(


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F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

Madiya swings the other ballista in the bow over as the ships approach, launching its shot at the officer (green, I assume) before moving down to engage on foot, drawing her rapier.

attack (light ballista vs green): 1d20 + 6 ⇒ (20) + 6 = 26
crit confirm (light ballista vs green): 1d20 + 6 ⇒ (19) + 6 = 25
damage: 3d8 + 3d8 ⇒ (8, 2, 6) + (4, 8, 2) = 30 (16 if somehow not confirmed)


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Female Elf [ HP: 21/21 | AC: 16 (TAC 14, FFAC 12) | CMB: +4, CMD: 15 | Fort: +5, Ref: +4, Will: +5 | Init: +3 | Perception +10, low-light vision ] Reliquarian Occultist 3 [ Speed 30 ft | Spells: 1st 4/4 | True Dev.: 1/1 | Rest. Touch: 6/6 | Implements: T 3/3 D 2/2 | Longbow +6/1d8; Scimitar +4/1d6+1 | Active conditions: none ]

Let's not standardize on a tense, it amplifies the strangeness of the situation :D

The door you were trying to open was the one leading to C2, right?

Miniel has been keeping watch in the hall as the others try to break into a room. "There were a couple other doors on the way to the administrator's office; maybe we could try those?"


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F Human (Ulfen) [ HP: 21/24 | AC: 17 (TAC: 11, FFAC: 16) | CMB: +6, CMD: 17 | Fort: +6, Ref: +2, Will: +3 | Init: +1 | Perception +0; Sense Motive +0 ] Skirnir Magus 3 [ Speed 20 ft | Spells: 1st 3/3 | Arcane Bond: 1/1 | Arcane Pool: 4/4 | Heavy Shield Bash +6/1d4+6 B; Shortspear +3/1d6+4 P; Battleaxe +6/1d8+4 S | Active conditions: none ]

Yay, thank you Shalm! And hello to everyone too :)

I'm Andrew, I'm 24 years old, I live in California, and I'm currently unemployed (for reasons I'd rather not get into here). I did computer science and game design in school, and I've been playing PF on-and-off for about 3 years, mostly online both here at Paizo forums and at Giant in the Playground.


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Tavarokk wrote:
@GM Dak, how does Fencing Grace (or Slashing Grace, for that matter) interact with magus Spell Combat, in your opinion? If they don't work together at all, would it be possible to modify Dervish Dance to work with another similar blade?

official FAQ (I assume you're aware of this, but just in case you aren't)


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F Human (Bonuwat) [ HP: 33/33 | AC: 20 (13 TAC, 17 FFAC) | CMB: +3, CMD: 16, FFCMD: 13 | Fort: +5, Ref: +4, Will: +7 | Init: +3 | Perception +3 ] Warpriest 4 [ Speed 30 ft | Spells: 1st 5/5 2nd: 3/3 | Blessings: 5/5 | Fervor 2d6: 5/5 | Sacred Weapon: 2/5 | Rapier +8/1d8+3 P; Dagger +7/1d8+3 P or 1d8 S; ULXbow +8/1d8 P | Active conditions: none ]

Madiya's second try at rat-catching seems to go much smoother that last time. Of course, it wasn't preceded by a desperate battle with Rodents of Unusual Size this time, but Madiya feels faster and stronger in the inclement weather.

survival: 1d20 + 7 ⇒ (17) + 7 = 24

Given that she has some free time from being suddenly better at killing rats, Madiya decides to pay Grok a visit down in the hold. Banking on her superstitious nature, Madiya asks, "You have my tengu rapier? Blessed by Hei Feng, will keep us safe during storm - if I pray on it. All I need, keep rest of gear safe for me."

bluffplomacy (same modifier): 1d20 ⇒ 15

I'll wait on the nighttime for now.


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Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

consider it done! healing: 1d8 + 2 ⇒ (8) + 2 = 10

Once she's done searching, Lorena spends some time tending to the dwarf's wounds with her magic. She couldn't have him going down - she wouldn't have survived this long without him.


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Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

When will Khaz discover his real calling as a beard-mesmerist?! :D

Lorena sleeps soundly, free of any ominous dreams this night. "Well, let's get going, then. I don't think he'll be coming out to see us off."


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Female Demon-born Tiefling [ HP: 42/42 | AC: 17 (13 TAC, 16 FFAC) | CMB: +8, CMD: 19 | Fort: +5, Ref: +4, Will: +6 | Init: +1 | Perception +7, darkvision 60ft ] Oracle 6 / Hiero 1 [ Speed 30 ft | Spells: 1st 5/7 2nd 6/6 3rd 4/4 | Mythic Power 5/5 | +1 CI Longspear +9/1d8+7 P; Claws +8/1d4+4 B and S | Active conditions: ghoul fever ]

don't worry, I got ya! Cure Light Wounds for... 1d8 + 1 ⇒ (8) + 1 = 9 hp!

As Khaz leans down, Lorena lays a hand on his shoulder, and positive energy washes over his wounds. Not mentioning the spell at all, Lorena adds, "She was talking about...Baphomet, I think it was? Demon lord...I think I had a run-in with cultists of his before. Of course, they thought I was one of them." She shakes her head in annoyance.

knowledge (religion): 1d20 + 4 ⇒ (17) + 4 = 21


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Male Human (Varisian) [ HP: 10/10 | AC: 16 (12 TAC, 14 FFAC) | CMB: -1, CMD: 11 | Fort: +2, Ref: +2, Will: +4 | Init: +2 | Perception +4 ] Amnesiac Psychic 1 [ Speed 30 ft | Spells: 1st 3/4 | Mystery Initiate: 1/1 | Phrenic Pool: 2/2 | Dark Half: 5/5 | Amnesia Slots: 0/1 | Dagger -1/1d4-1 | Active conditions: none ]

Is there such a thing as Lovecraftian slapstick? :D

Durril continues to throw loose objects at the rat, visibly getting frustrated as everyone continues to miss.

Telekinetic Projectile, again...
ranged attack (not touch) vs rat: 1d20 + 2 ⇒ (6) + 2 = 8


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Too busy to apply, but it might be interesting if there was an oversized goblin in the group. Though they'd naturally be the leader, so maybe it wouldn't be a good idea if everyone wanted to be on equal footing.


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Female Elf [ HP: 12/12 | AC: 17 (13 TAC, 14 FFAC) | CMB: +3, CMD: 16 | Fort: +3, Ref: +5, Will: +2 | Init: +3 | Perception +8 ] Ranger 1 [ Speed 20 ft | Spells: 1st 0/0 | Longbow +4/1d8, Longsword +3/1d8+2 | Active conditions: none ]

Thanks.

I've rolled 4 times so far: three d20s and a d8; results have been 12, 1, 1, 1. Hope that doesn't continue...


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Female Elf [ HP: 12/12 | AC: 17 (13 TAC, 14 FFAC) | CMB: +3, CMD: 16 | Fort: +3, Ref: +5, Will: +2 | Init: +3 | Perception +8 ] Ranger 1 [ Speed 20 ft | Spells: 1st 0/0 | Longbow +4/1d8, Longsword +3/1d8+2 | Active conditions: none ]

Olivia looks inquisitively at Grant, wondering if following this hook is a good idea or not.

Okay, I'll bite. But can I get a sense motive on the GM? :D

==========

A fox? Erthriel is intrigued enough to lose focus on her delicious (and inexpensive) food. It didn't look hurt...perhaps it's lost and needs help. Quickly downing what's left of her meal, the elf heads off towards the alleyway, keeping her eyes alert (and partially on her coin purse, assuming it's still there).

perception, I guess.: 1d20 + 8 ⇒ (12) + 8 = 20


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Female Elf [ HP: 12/12 | AC: 17 (13 TAC, 14 FFAC) | CMB: +3, CMD: 16 | Fort: +3, Ref: +5, Will: +2 | Init: +3 | Perception +8 ] Ranger 1 [ Speed 20 ft | Spells: 1st 0/0 | Longbow +4/1d8, Longsword +3/1d8+2 | Active conditions: none ]

A bit of background first: I was an engineering major, computer science/game design to be specific. Still haven't found a job yet, since (among other factors) I'm really a pretty crap programmer, but that's neither here nor there. That background informs the way I perceive games - probably quite differently than you English majors.

I'm much more into worldbuilding and collective stories than individual stories: history and geography and society and how that all fits together (real life or not) and how that can shape individuals as opposed to the other way around. I prefer strategy computer games to cRPGs. I read history and nonfiction voraciously, but shy away from fiction - real life, mine or others', is certainly the biggest influence on me. To apply all that to tabletop gaming: the part I most enjoy is creating compelling characters and backstories that fit the world. Unfortunately, sometimes I get selected for games and have to play the characters... :D (joking of course, it's nice to see a character actually interacting with the world sometimes too.)

As far as my writing style specifically...I really have no idea. Best guess is that it's similar to how I'd speak if I could proofread everything before it came out of my mouth. *shrugs*


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Female Elf [ HP: 12/12 | AC: 17 (13 TAC, 14 FFAC) | CMB: +3, CMD: 16 | Fort: +3, Ref: +5, Will: +2 | Init: +3 | Perception +8 ] Ranger 1 [ Speed 20 ft | Spells: 1st 0/0 | Longbow +4/1d8, Longsword +3/1d8+2 | Active conditions: none ]

At Grant's description of the smell, Olivia starts chuckling, unable to hold in her amusement. Her reservations about the game have mostly faded away, and she seems to be enjoying herself.

Sorry, I was too busy laughing my head off at that myself to post until now. Yeah, that's my excuse. :)

===============

Erthriel isn't usually one for such unhealthy food, but today she's in a good enough mood to wait in the extremely long line. This "fried food on sticks" must be really good (and inexpensive) for there to be so many people here.


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Recently found this, and it's quite useful, thanks for your hard work!

I have one request, though: would it be possible for the campaign list page to have the same things as the alias page (sorting and/or active/inactive sections)?


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Female Elf [ HP: 12/12 | AC: 17 (13 TAC, 14 FFAC) | CMB: +3, CMD: 16 | Fort: +3, Ref: +5, Will: +2 | Init: +3 | Perception +8 ] Ranger 1 [ Speed 20 ft | Spells: 1st 0/0 | Longbow +4/1d8, Longsword +3/1d8+2 | Active conditions: none ]

As she leaves the old woman's stall, Erthriel suddenly notices her stomach starting to growl - she hasn't eaten all morning, being too focused on her work. Ordinarily she'd have some of her homemade elven bread, but the caravans often have more exotic options. As she looks around, she hears a woman shouting something about fried food on sticks; the elf heads out that way while still looking around for other things that she could buy.


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Female Elf [ HP: 12/12 | AC: 17 (13 TAC, 14 FFAC) | CMB: +3, CMD: 16 | Fort: +3, Ref: +5, Will: +2 | Init: +3 | Perception +8 ] Ranger 1 [ Speed 20 ft | Spells: 1st 0/0 | Longbow +4/1d8, Longsword +3/1d8+2 | Active conditions: none ]

Erthriel is surprised by the woman's sudden change, but smiles at the message she gives. "I'll make sure to come find you next time, then", she says, while checking to make sure her coin purse is still there...

As long as we're not drowning in plot hooks! :P


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Female Elf [ HP: 12/12 | AC: 17 (13 TAC, 14 FFAC) | CMB: +3, CMD: 16 | Fort: +3, Ref: +5, Will: +2 | Init: +3 | Perception +8 ] Ranger 1 [ Speed 20 ft | Spells: 1st 0/0 | Longbow +4/1d8, Longsword +3/1d8+2 | Active conditions: none ]

Olivia gives a little shrug as Whitney asks about her plans, then chuckles a little as Grant introduces a new character that shares her name. So far this game is certainly surpassing her (admittedly low) expectations.

================

Erthriel can't hide the disappointment in her eyes as the woman names her price - twice as much as what she's got on hand. Putting on her best sorrowful smile, she says softly, "I'm afraid I don't make enough gold for these". She adds with a chuckle, "I'm sure that little boy that tried to pickpocket me would have been disappointed".


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YAY, this is back!

Anyhow: on a whim a while back, I went through and counted all the deities/demigods/other divine-spell-granting beings that I could find, and it seems like the numbers skew heavily towards evil (~50 neutral, ~100 good, and ~200 evil) while being largely balanced on the law-chaos scale. The core deities and other major regional pantheons (Osirian, Tian Xia) are pretty mixed, but there are a lot more evil groups of lesser deities (demon lords, infernal dukes, malebranche, qlippoth, whore queens, orc gods, etc.) than good (very few other than empyreal lords), and very few neutral ones. Does this reflect the balance of power in Golarion (as perhaps best exemplified by the evil elemental lords defeating the good ones), or are the good/neutral ones generally more powerful to balance things out?

And on a more meta level, is this imbalance because evil ones are easier or more fun to write, and neutral the hardest?