I have been kicking around this idea of a Ghostbusters & Pathfinder mashup for a little bit of time now. I wouldn't go completely modern like the Ghostbusters movies, but I would have some technology flair to the campaign.
What would you suggest as a good group of recommended classes & races?
The title says it all. What is the best Autumn or Halloween themed adventure that you ever ran as the GM or played in as a player? I love this time of year and its so hard for me not to think of Halloween themed games.
How many here have played D&D's original Ravenloft adventure. Sadly, I have not! I wish I had, but I never got to.
Curious about your Halloween gaming. Do you use mood music to enhance the mood? Do you and your players bring bags of candy for the game?
I am planning out my next campaign. I have planned things out for all the low levels up to about level 8. I was wondering what the paizo boards could suggest to start around level 8 or 9.
I am looking for dark fantasy or horror themed adventures. I already have these and I am considering using them.
Adventureaweek.com - A09 Rogue Wizard (levels 9-12)
Adventureaweek.com - A17 Haunting at the Rybalka Lodge (levels 7-9)
TPK Games - The Sinister Secrets of Silvermote (levels 7-12)
Gaming Paper - The Citadel of Pain (level 7, not horror, but very cool)
Paizo - E2 Blood of the Dragonscar (level 15, again not horror but cool)
Paizo - Curse of the Riven Sky (level 10)
I want to pick this up in print, I just have been too broke recently:
Adventureaweek.com - Pathmaster To walk the Dark Road (level 7)
Is there any adventures that I am missing. I don't want adventure path suggestions, because I don't wish to come in and not start from the beginning.
Hi everyone, I am a total Noob to Play by post campaigns. I have moved to another state and all my players still want to play in my new campaign. Is there a play by post for dummies that I could check out or does anyone have any tips on how to start this up. I would love to run a campaign with all my old friends, I just have no clue as to how to do this.
I have always liked the Hellknights. Maybe its the hulking armor? I want to know more information about them. I have read the little sections about them in the Inner Sea Guide, and Inner Sea Magic. Anyone know of any other sources of more information? I would love to run a short story arc, where all the PC's were all young aspiring Hellknights.
Ancient Osiriani, Common, Elven, Goblin, Halfling, Jistkan, Osiriani, Polyglot
Strength
8
Dexterity
14
Constitution
12
Intelligence
18
Wisdom
8
Charisma
16
About Enora. Level 4 Enora.
Enora continues to improve her arcane skills and learn more about the world's various religions. Her home is strictly atheist and would be appalled about her worship of Tethys, the god of magic.
Saving Throws:
Fort: 4
Reft: 5
Will: 5
+2 vs Fear
Magic Is Life - As long as any spell is active on Enora, she gains a +2 bonus to saves against death effects and always stabilizes.
Defenses:
Hit Points: 27
Movement: 30 ft
Init: 2
AC: 13
Touch: 13
FF: 11
CMD: 12
Prescience (See special abilities)
Magic Is Life
Attacks:
BAB: 2
CMB: 0
Quarterstaff +2 (1d4-1)
Light Crossbow +5 (1d6/19-20)
Skills:
Appraise +8
Knowledge (arcana) +11
Knowledge (all others) +8
Linguistics +9
Perception +1
Spellcraft +11
Use Magic Device +10
Helpful: When Enora uses the aid another action successfully, she grants a +4 bonus to her ally.
Feats and Class Abilities:
Traits
Helpful When Enora uses the aid another action successfully, she grants a +4 bonus to her ally.
Magic Is Life As long as any spell is active on Enora, she gains a +2 bonus to saves against death effects and always stabilizes.
Feats
Toughness
Extra Arcanist Exploit
Class Features
Arcane Bond: Once per day while holding her staff, Enora can cast any
spell in her spellbook that she is capable of casting. If she doesn’t have her staff, she must make a DC 20 + spell level concentration check to cast a spell or the spell is lost.
Arcane Resevoir: Each day, Enora starts with 5 points in her reservoir, though she can fill it up to a maximum of 7 using consume spells. She can spend one point on a spell to increase the DC or caster level by 1.
Consume Spells: Enora can spend a move action to expend a spell slot and gain a number of points to her arcane reservoir equal to the spell’s level.
Prescience: 6 times per day, at the beginning of her turn, Enora can roll a d20 and then use that dice result instead of rolling any time until her next turn.
Quick Study :As a full-round action, Enora can spend one reservoir point to study her spellbook and swap one of her prepared spells for any other spell in her spellbook of equal level. Arcanist Exploit.
School Understanding: As a swift action, Enora gains a +2 bonus on initiative checks for 3 rounds and always acts on the surprise round during that time. Arcanist Exploit.
Staff of Minor Arcana: Enora’s bonded staff starts the scenario with 10 charges. She can use 1 charge to cast shield on herself for 8 minutes or 2 charges to cast magic missile and shoot 4 missiles. Each day when preparing spells, she can sacrifice 1 of her 1st-level spell slots to regain 1 charge.