I’m looking for five players to join me as I run the Kingmaker Adventure Path. Recruitment begins today and will stay open until Wednesday, March 27th @ 8:00 P.M. (CDT).
• Classes- Anything Paizo has publish is considered fair game although some might have a harder time explaining what they are doing in the River Kingdoms (Eastern type classes, especially. Although a Ninja from Daggermark might be intriguing). Furthermore, I prefer characters that can fill a certain roll. I generally choose along certain lines (Arcane, Divine, Melee (tank), Melee (ranged/striker), & Skilled). Barbarians, Monks, and Rogues may be of either the vanilla flavored or Unchained variety, while Summoners MUST be Unchained only.
• Races- While I prefer keeping to the races found in the Core Rulebook. If you think you can convince me why some of the more monstrous races would be interested in exploring and clearing the Greenbelt of bandits, feel free to try.
• Abilities- We will be using the Standard Fantasy (15) point buy system.
• Hit points- Full hit points at first level. Every level after first you will roll for your hit points. If you roll less than ½ your hit dice, give yourself that minimum (i.e. 3, 4, 5, 6 for D6, D8, D10, or D12 respectively. You can never do less than ½ your HD).
• Skills- We will be using the Background skills option.
• Feats & Traits- Everyone will start with two traits (one of which MUST be from the Kingmaker Player’s Guide) (If you choose the Pioneer trait your starting horse is a light riding horse and that’s it. No tack, no harness. If you want it to be war-trained I expect you to pay the difference between the two versions. If you have the Handle Animal skill you may train it on your own for 30% of this difference). No Drawbacks. I will be incorporating certain aspects from the second edition AP as well (NPC's especially) so NO LEADERSHIP feat allowed.
• Starting Gold & Gear- Maximum starting gold for your class. I want everyone to be well prepared for survival in the wilderness.
• House Rules- Character Death- While I don’t go out of my way to kill characters, it might happen. A character is now considered dead at negative his constitution score + his level.
That should pretty much cover everything I can think of. If you have any questions, feel free to ask.
The party is currently fighting a Big Bad who, while flying, casts Entropic Shield on herself. She is a Wind Oracle with the Invisibility revelation.
My question is if she were to use Invisibility, would she disappear or would the Entropic Shield act like Faerie Fire and at least outline her form (or did I just totally hose my baddie)?
I recently took over this PbP after their original GM decide to retire. The group is in the middle of combat now and the Antipaladin has gone radio silent for a few weeks now. I'm currently botting her until the end of this encounter. Players just recently dinged 3rd level and we find ourselves in need of someone who can fill her boots, so to speak.
Alignment: In case if you haven't noticed already, this is an evil campaign. The most preferred evil alignment is Lawful Evil, though Neutral Evil is acceptable as well. Chaotic Evil can be a little tricky and difficult to be accepted, though that doesn't mean this particular alignment is prohibited. Lawful Neutral and Neutral may get accepted, though it's a guarantee that your characters will slip to evil over the course of the game. Good alignments have no place here.
Stat Generation: 25 point buy.
Race: Cheliax is many things, but racially diverse is not one of them. Races like halfling, tieflings and gnomes are marginalized, so expect difficulty while playing as these races in place like Cheliax. Humans are greatly preferred here, though that doesn't mean I'll reject dwarves, elves, half-elves or half-orcs. Races outside of the core ones may have difficulty to be accepted.
Class: Any of the core and base classes. However, gunslingers, ninjas and samurais are going to have a hard time being accepted. Obviously, paladin is unavailable, with antipaladin taking its place. Archetypes are also allowed.
Traits: In addition to a Campaign Trait that you can find in the Player's Guide, you can also take another trait.
Background: Write up your character's background and history. There's no need to write something long, just something that tells about your character's history. Make sure to match the history with your character's Campaign Trait.
Starting Wealth: The character's have just hit 3rd level, so WBL should be equivalent to that of a 2nd level character.
Background Skills: Sure, why not?
The party currently consists of an
Omdura of Malacoda
Bloodrager (primalist/steelblood)
Cleric of...something evil
"Now this here boy approached the docks, lookin’ to get paid;
He drank powder mixed with rum at Formidably Maid;
Some go willing, most do not, when the press-gang calls;
There’s crew to fill, and they pay in swill, till the ocean takes them all."
"Aye, lad, aye, lass, live by Besmara’s code;
Many a journey started here, if the truth be told.
Aye, lad, aye, lass, drink Besmara’s mead;
By strength or spell, give ’em hell, and fill your ship with gold."
Tinosecky Ayondoth, Tino to his friends, the owner of the Formidably Maid finishes his song and picks up his drink "Drink up, Lads and Lasses, for who knows what tomorrow may bring, but tonight we drink!" so saying he knocks back a shot of Kill-Devil the house's homemade, and potent, rum before wandering the Main Deck and making his way behind the bar.
Perched on the far shores of Port Peril’s docks, the [u]Formidably Maid[/u] calls to sailors across the Shackles like a siren to so many doomed crews. With strong drinks and boisterous crowds, the notorious pirate tavern often serves as a first port of call for returning mariners and a final shore destination for those about to head to sea. Between wild tales, bawdy songs, and frenetic brawls, ship captains also quietly trade here in stolen goods, maps to lost treasure, and innocent lives.
It is here you find yourself, for reasons of your own, the night before destiny unveils it's plan.
Korvosa, A city balanced on the edge of a knife. For weeks now the rumors of King Eodred Arabasti II ill health have swirled among the streets of the city. The king lies ill, perhaps dying, of some incurable form of leprosy. None of the city's physicians nor the temple's priests have been able to stem the tide of this horrible affliction.
Many believe that Eodred II is just the latest victim of the Curse of the Crimson Throne, a superstitious belief that no one who rules Korvosa shall live to die of old age, nor produce an heir to follow them. With no clear line of succession the right of rulership would fall to Queen Ileosa, Eodred's scandalously young bride, who the people see as little more than a spoiled, foreign (as she hails from Cheliax), gold digger with little to no concern for the city's populace.
Given the uncertain future, there a those who have taken to the streets proclaiming dark days ahead for the city-state and the end of times to come.
Yet despite the pall that hangs over Korvosa, life continues unabated.
Welcome Everyone to the Curse of the Crimson Throne: On a Knife's Edge discussion thread, the place for Out of Character discussions and general frivolity.
I'm looking for five players (15 point buy) to save Korvosa with me. So, to that end let me give you some of the ground rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Classes may be of the Original or the Unchained version except for the Summoner, which must be the Unchained version of the class.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the Standard Fantasy (15 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Skills: We will be using the background skills system
• Feats: Any feat from any Paizo publication will be acceptable.
• Traits: Character's will start with two traits, one of which MUST be from the Crimson Throne’s Player's Guide blog or the Hardcover edition.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will either roll for their hit points, or accept 1/2 their class hit dice, whichever is greater.
• Starting Gold: Characters will either roll for their starting gold, or accept the average for their class, whichever is greater.
• Character Death: While I will not go out of my way to kill anyone I do fight my creatures intelligently so some times things happen. To that end a character is not considered dead until his hit points reach a negative score equal to or greater than his Constitution score plus his level.
• Posting Rate: I know some GM's like a posting rate of at least once a day, fortunately I'm not like most GM's. I understand that RL gets in the way and you can't always post every single day. As long as the story continues to flow I'm good with whatever rate you can muster. That being said any radio silence of more than a week (unless otherwise pre-arranged) will cause me to send a PM to see if everything is okay. Continued silence after that may cause me to boot you from the game and seek a replacement player.
Recruitment will be open until 6:00 p.m. (CDT) on Saturday March 18th.
I think I've covered pretty much everything but if you have any questions post them here or PM me and I'll respond as quickly as I can.
Hey all, I'm looking for some help rounding out my spells known for an upcoming campaign. We are beginning at 9th level and I want to choose spells that would be the most thematic for a professional tomb robber, er...I mean, raider.
Assume I'm operating in a vacuum as we are still recruiting and I have no idea what the other party members will be brining to the table.
I still have a number of spells left (thanks to the Human FCB) and I'm at a loss as to what to choose.
1st level: 4 remaining
2nd level: 2 remaining
3rd level: 1 remaining
My group is currently going through Return of the Runelords (currently starting Book 5) and one of my players (Wizard Evoker) has stated that once they finish that he would like to take up the mantle of the Runelord of Wrath.
Is there anything other than just allowing him to call himself that and be done with it (the Campaign will be over by then) that I should prepare for him to do?
This statement has me wracking my brain trying to figure it out.
Full-Round Actions
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.
What kind of 5-foot step doesn't involve movement?
Hey everyone, I've been working on Kingmaker recently, getting it ready to run for my group once the updated content (eventually) comes out and I was thinking about The Stag Lord in The Stolen Lands. In the book he's a Ranger 3/Rogue 5 and I was thinking and (since the Kingmaker AP was published before the release of Advanced Class Guide) I decided to do a "What if...?" scenario and recreate him as a Level 8 Slayer.
Needless to say everything came out all right (a few less skill points overall but FAR more combat potential) and I'm going to be using this version when my group gets to him.
The Stag Lord (Slayer):
The Stag Lord (Slayer) CR 6
XP 2,400
Human slayer 8 (Pathfinder RPG Advanced Class Guide 53)
CE Medium humanoid (human)
Init +2; Senses Perception +10
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Defense
--------------------
AC 18, touch 14, flat-footed 14 (+3 armor, +4 Dex, +1 natural)
hp 80 (8d10+32)
Fort +6, Ref +8, Will +1
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Offense
--------------------
Speed 30 ft.
Melee mwk longsword +9/+4 (1d8/19-20)
Ranged +1 composite longbow +9/+4 (1d8+7/×3)
Special Attacks sneak attack +3d6, studied target +2 (2nd, swift action)
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Tactics
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Before Combat The Stag Lord is in a perpetual state of hangover or drunkenness, and as a result he is sickened—his stats have been adjusted to reflect this (and as a result, his CR is 1 lower than normal). If he sobers up, these stats effectively gain a +2 bonus on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
During Combat When attacking with his bow, the Stag Lord usually employs his Deadly Aim feat (included in his stats). He prefers to fight with his bow if possible, favoring attacks on foes who are flat-footed, using the insightful shot ability of his stag’s helm or taking time to move into hiding and use Stealth to set up new shots so that he can make sneak attacks. In melee, he shifts and moves to flank foes if possible. Humans are his favorite targets, for in many of them he sees the face of his father. He drinks potions to heal damage if reduced below 20 hit points.
Morale The Stag Lord fights to the death.
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Statistics
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Str 14, Dex 18, Con 14, Int 10, Wis 8, Cha 12
Base Atk +8; CMB +8; CMD 24
Feats Accomplished Sneak Attacker, Deadly Aim, Diehard, Endurance, Iron Will, Point-Blank Shot, Precise Shot, Toughness, Weapon Focus (longbow)
Skills Acrobatics +11, Appraise +6, Bluff -1, Climb +9, Diplomacy -1, Disguise -1, Escape Artist +2, Fly +2, Heal -3, Intimidate +9, Knowledge (geography) +2, Perception +10, Ride +2, Sense Motive -3, Stealth +12, Survival +7, Swim +9
Languages Common
SQ combat style (archery), slayer talents (combat trick, ranger combat style[ACG], ranger combat style[ACG], weapon training), stalker, track +4
Combat Gear potion of cure serious wounds, stag's helm; Other Gear +1 leather armor, +1 composite longbow (+2 Str), arrows (20), mwk longsword, amulet of natural armor +1
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Special Abilities
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Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stalker (Ex) Studied target bonus applies to Disguise, Intimidate, and Stealth as well.
Studied Target +2 (swift action, 2 at a time) (Ex) Study foe as a Swift action, gain +2 to att/dam & some skills vs. them.
Track +4 Add the listed bonus to Survival checks made to track.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
In this version he ended up with one additional unused feat for which I gave him Accomplished Sneak Attacker which bumps his SA dice up to three which is what he would have had as a 5th level Rogue anyway and I upgraded his potion to Cure Serious Wounds as, given his additional hit points as a d10 class, I didn't think a Cure Moderate potion was going to cut it.
Take a look and tell me what you think and if you use this version I hope he turns out to be the BAMF I think he should be.
P.S. I, personally, think that even with the Sickened condition (which is figured into his stats above), he is still a worthy CR 7 challenge...but that's just me.
Mike
Now I'm thinking of making Dovan into a Swashbuckler...I'll let you know how it goes.
I've seen the various copies of the charters from the books and, I'm sorry to say, I wasn't very impressed by them (no slight to the original creators but they were just not what I was looking for) so I took the liberty of creating my own.
I also included the letters found in books 3-6 in as well.
P.S. If anyone has skills with Photoshop, alas of which I have none, and would be willing to make and share a wax seal of Pitax, similar to the Brevic one, in Pitax blue it would be greatly appreciated.
I'm currently playing an evoker wizard with the Varisian Tattoo feat. We recently came across a scroll of Fireball (CL:5) and I was wondering if the tattoo would enhance the scroll's caster level, thereby making it a CL:6 when I cast it or does the feat only count to spells that I've personally memorized for the day?
My Wizard character just bumped his intelligence up enough to increase his starting languages. What languages would be useful throughout the campaign? He already has Celestial, Common, Draconic, Thasilonians, and Varisian.
My friends and I recently started a Return of the Runelords campaign and I chose an Evoker (admixture) Wizard. We are currently at 3rd level so the feats and traits I've chosen up tot his point can't be undone but I'm looking for advice going forward.
Randeron the Red:
Randeron "The Red" DuMorne
Male human (Varisian) evoker (admixture[APG]) 3 (Pathfinder RPG Advanced Player's Guide 143)
CN Medium humanoid (human)
Init +6; Senses Perception +3
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 17 (3d6+3)
Fort +2, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee club +0 (1d6-1) or
. . dagger +0 (1d4-1/19-20)
Ranged light crossbow +3 (1d8/19-20)
Special Attacks intense spells (+1 damage)
Spell-Like Abilities (CL 3rd; concentration +3)
. . 3/day—dancing lights Evoker Spells Prepared (CL 3rd; concentration +6)
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 12, Int 17, Wis 12, Cha 10
Base Atk +1; CMB +0; CMD 12
Feats Alertness, Scribe Scroll, Spell Focus (evocation), Spell Specialization[UM], Varisian Tattoo[ISWG]
Traits magical lineage (burning hands), scion of legend
Skills Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (history) +7, Knowledge (local) +8, Knowledge (nature) +9, Knowledge (planes) +10, Knowledge (religion) +10, Perception +3, Sense Motive +3, Spellcraft +9
Languages Celestial, Common, Draconic, Thassilonian, Varisian
SQ arcane bond (Nipper, rhamphorhynchus), versatile evocation
Combat Gear potion of cure light wounds, scroll of enlarge person, scroll of grease, scroll of shield, wand of glitterdust (7 charges); Other Gear club, crossbow bolts (20), dagger, light crossbow, backpack, bedroll, belt pouch, mess kit[UE], spell component pouch, trail rations (5), waterskin, wizard starting spellbook, gold bar (worth 200 gp, 4 lb), 49 gp, 7 sp
--------------------
Special Abilities
--------------------
Admixture Associated School: Evocation
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization (Burning Hands) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
--------------------
Nipper CR –
Rhamphorhynchus (Ultimate Wilderness 204)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 8 (1d8)
Fort +2, Ref +7, Will +5
Defensive Abilities evasion, improved evasion
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee bite +1 (1d3-2)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells, sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
Base Atk +1; CMB +2; CMD 10
Feats Lightning Reflexes
Skills Acrobatics +3 (-5 to jump), Fly +11, Perception +6, Spellcraft +1
SQ empathic link
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Special Abilities
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Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fly (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Sudden Swoop (Ex) Do not provoke an AoO when making a charge whil flying. Gain +2 damage with bite when making a sudden swoop.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Hey all, I'm going to begin this AP soon and am wondering what to do with the NPC's (Conchobhar, Crimson, Fishguts, Owlbear, Rosie, and Sandara). I was thinking of treating them as Cohorts as soon as the party takes over the Man's Promise, giving the party a group "Leadership" feat.
I'm wondering how to level them. Should I just level them up as the PC's level (with Ambrose and Sandara being the exception to the -2 level rule) or should I put them on the Slow experience progression (and have them fall further behind the PC's)?
We recently lost our GM of many years due to job/family concerns. I've tried to step up and keep this game going because we have a great group of characters and I'd hate to see that fall by the wayside. But, recently, I've been blindsided with some emergency home rehab projects that have taken up most of my free time.
I'm hoping we can find some Benevolent GM to take over and get things moving again. We have just started book #3 (Escape from Old Korvosa) and are currently 8th level. The party consists of myself, a Diviner (foresight) Wizard, going into the Harrower PrC, An Oracle (Life)/Holy Vindicator, a Slayer, and an (Unchained) Rogue/Assassin.
Please take a look at the Gamethread Here and the Discussion thread Here
Thank you for your submissions. Please take the time to introduce yourselves and your characters while we wait for me to get the gameplay thread up and running.
As promised here is the recruitment thread for the winner of the "Which Adventure Path Should I Run Next" survey.
I'm looking for four players (15 point buy) to save the Empire of Taldor from itself. I'm primarily looking for a well rounded party consisting of the four basic food groups (arcane, divine, melee, and skill) that will play well together.
I will keep recruitment open until 6:00 p.m. CDT Monday July 6th.
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Classes may be of the Original or the Unchained version except for the Summoner, which must be the Unchained version of the class.
• Alignments: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the Standard Fantasy (15 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Skills: We will be using the background skills system
• Feats: Any feat from any Paizo publication will be acceptable.
• Traits: Character's will start with two traits, one of which be from the War for the Crown Player’s Guide. NO drawbacks for a third trait will be allowed.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will roll for their hit points (or accept ½ hit die+1) whichever is greater.
• Starting Gold: Characters will roll for their starting gold (or accept the average for their class) whichever is greater.
• Character Death: While I will not go out of my way to kill anyone I do fight my creatures intelligently so sometimes things happen. To that end a character is not considered dead until his hit points reach a negative score equal to or greater than his Constitution score plus his level.
• Posting Rate: I know some GM's like a posting rate of at least once a day, fortunately I'm not like most GM's. I understand that RL gets in the way and you can't always post every single day. As long as the story continues to flow I'm good with whatever rate you can muster. That being said any radio silence of more than a week (unless otherwise pre-arranged) will cause me to send a PM to see if everything is okay. Continued silence after that may cause me to boot you from the game and seek a replacement player.
We recently had the Cleric of our game drop out for RL issues and I am now looking for someone to replace her. Since the game is ongoing I'm only going to keep the recruitment open until Friday, June 19th at 6 o'clock CDT.
The original recruitment thread can be found here: Curse of the Crimson Throne Hardcover Edition recruitment. Since the other characters are still 1st level the character creations rules still apply, with one exception. Since Lamm is now dead a character does not need to take a Campaign trait if they do not wish to and can replace it with another trait.
The party currently consists of an Elf Cartomancer Witch, a Human Empiricist Investigator, and a Human Flamewarden Ranger.
If you have any questions feel free to ask. Thank you for your regard.
As the title states. With my Curse of the Crimson Throne up and running I'm looking to start another AP and I'm going to let you, the community, to decide which one. I've attached a link to a survey below in which you can vote for the ones you would like to see run (although there is no limit to the number you can vote for, please have mercy on a poor GM and try to limit your choices to your top three).
I'll let the survey run until June 25th at which time I will open a recruitment thread for the winning AP ( I might stagger out recruitment for the remaining top two as time progresses). The winning AP will kick off in early July (sometime after the July 4th holiday).
King Eodred II lies dying of an unknown disease. A disease which has resisted all attempts, magical and mundane, to cure it. The Saffron King Was a shrewd negotiator, if unexceptional monarch, whose trade agreements often enriched Korvosa's coffers. Money which was as often as not spent on a lavish lifestyle as it was on numerous public works, which endeared him to the local populace.
It was such a lifestyle that, given his penchant for younger women, no one seemed shocked when he, after a scandalously short courtship, married Ileosa Arvanxi, a noblewoman from one of Westcrown's most powerful families, a woman a third his age. It soon became clear that Ileosa held nothing but contempt for Korvosa and it's citizens often calling the city little more than a "backwater colonial village". It was this disdain that did little to endear her to her subjects, many of which called her "the foreign harlot" (others called her much worse).
It is into this chaotic time our heroes find themselves given a chance to find revenge upon an old enemy who has wronged them and to rise to the occasion and be heralded has "Heroes of Korvosa".
Hello all and welcome to the discussion thread for our Curse of the Crimson Throne game. Settle in and feel free to talk amongst yourselves as we get ready to start.
Hello all,
After taking a couple of years off to focus on some personal issues I've decided to begin running some games again. I've always loved CotCT, going so far as to Pathfinderize some of the books (before the hardcover edition came out and stole my thunder).
I'm going to do something I've never done before and run an AP as it was intended (okay maybe not quite as intended) to be run, so to that end I'm looking for four players (15 point buy) to save Korvosa with me. I'm primarily looking for a well rounded party consisting of the four basic food groups (arcane, divine, melee, and skill) that will play well together.
To that end let me give you some of the ground rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis. I admit I have a bias for the standard races and will usually consider them over any of the more exotic ones.
• Classes: All classes from any Paizo publication will be allowed as well as any archetype for those classes. Classes may be of the Original or the Unchained version except for the Summoner, which must be the Unchained version of the class.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the Standard Fantasy (15 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Skills: We will be using the background skills system
• Feats: Any feat from any Paizo publication will be acceptable.
• Traits: Character's will start with two traits, one of which MUST be from the Crimson Throne’s Player's Guide blog or the Hardcover edition. Player's may take a (meaningful) drawback for a third trait. If you're taking a drawback be prepared to ROLEPLAY that deficiency or I will drop the banhammer on it.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. Thereafter characters will roll for their hit points (or accept the average for their class, rounded down on even levels, rounded up on odd) whichever is greater.
• Starting Gold: Characters will roll for their starting gold (or accept the average for their class) whichever is greater.
• Character Death: While I will not go out of my way to kill anyone I do fight my creatures intelligently so some times things happen. To that end a character is not considered dead until his hit points reach a negative score equal to or greater than his Constitution score plus his level.
• Posting Rate: I know some GM's like a posting rate of at least once a day, fortunately I'm not like most GM's. I understand that RL gets in the way and you can't always post every single day. As long as the story continues to flow I'm good with whatever rate you can muster. That being said any radio silence of more than a week (unless otherwise pre-arranged) will cause me to send a PM to see if everything is okay. Continued silence after that may cause me to boot you from the game and seek a replacement player.
Recruitment will be open until 6:00 p.m. (CDT) on Friday March 13th (dun, dun, dun).
I think I've covered pretty much everything but if you have any questions post them here or PM me and I'll respond as quickly as I can.
I'm going to be ditching this account for...reasons, but I have a number of characters involved in games and I want to transfer them over to another account I've created.
Is this possible?
Hey all,
In my current Curse of the Crimson Throne campaign My C/G Wizard is fast approaching 7th level and is considering taking the Improved Familiar feat. I've been scouring the internet and have come up with some ideas from which to choose but would like some additional feedback.
I've currently whittled my list down to the following choices:
While the House Drake is more flavorful to the AP I'm more inclined to choose the actual Psuedodragon over it, because chewing on silver apparently affects your mental facilities and you lose your telepathy.
The Faerie Dragon s currently leading the the pack because of the Greater Invisibility, followed by the Azata, and Agathion for the healing and Commune.
Right now I'm just spinning my wheels trying to decide.
Can an Anti-paladin take a Paladin's Favored class bonus? Specifically, can a Human Anti-paladin take the Human Paladin FCB regarding energy resistance? Or are they limited to just taking either the +1 hit point or +1 skill point per level?
After the holidays my friends and I are starting up a Way of the Wicked campaign and I'm going to be playing a Slayer for the first time (the rest of the party consists of an Antipaladin, an Arcanist, a Cleric of Asmodeus, and an Unchained Rogue). I've scoured the boards for advice and think I've come up with a viable build, but there is always room for improvement.
Please take a look at the build and level progression ideas and let me know what you think I should change, what I need to change, and what you would do differently.
Thanks.
Build:
Unnamed Hero
Human slayer 1 (Pathfinder RPG Advanced Class Guide 53)
NE Medium humanoid (human)
Init +8; Senses Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks studied target +1 (1st, move action)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 13, Wis 12, Cha 10
Base Atk +1; CMB +5; CMD 17
Feats Improved Initiative, Weapon Focus (kukri)
Traits criminal, murder, reactionary
Skills Acrobatics +6, Climb +8, Disable Device +5, Intimidate +4, Knowledge (dungeoneering) +5, Knowledge (local) +5, Perception +5, Stealth +6, Survival +5, Swim +8
Languages Common, Goblin
SQ track +1
--------------------
Special Abilities
--------------------
Studied Target +1 (move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.
Track +1 Add the listed bonus to Survival checks made to track.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Theorycraft Progression:
I've only built out to level 12 but since this game goes to 20 and advice on continuing the build would be appreciated.
Can you tell me if the Way of the Wicked books 3-6 downloads contain a printer friendly version? The product descriptions for books 1,2, & 7 specifically call out a printer friendly version whereas books 3-6 do not.
Does anybody know if the WotW books 3-6 downloads from Paizo contain a printer friendly version? The product descriptions for books 1,2, & 7 specifically call out a printer friendly version but 3-6 do not.
Just wondering before I plunk down 40 more bucks.
Thank you for your notification. My previous card was cloned and several charges were debited against it until fraud protection caught the activity and deactivated the card.
I just received my new card and have updated my account with the new payment method.
Hey everyone, in a previous (2nd Ed.) campaign one of our player's came up with a new spell which I'm trying to update for the modern age and I need some help fleshing it out.
Spell Jar
School Evocation; Level sorcerer/wizard 4
Casting Time 1 standard action
Component V, S, F (a 3” diameter crystal sphere worth at least 250 gp)
Range 0 ft.
Duration 1 day/level or until discharged
Saving Throw none; Spell Resistance no
You imbue a crystal sphere with arcane energy which you can later use to power a known or prepared spell.
Once cast you can use, as a swift action, the energy stored inside a spell jar to power any arcane spell you know or have prepared without expending the spell or spell slot, you can use no more than one spell jar per level of the spell being cast.
You can have no more than one spell jar active per arcane caster level.
If destroyed each active spell jar (hardness: 1, 3 hp’s) explodes dealing 1d6 points of arcane damage to anyone within a 5’ radius (Reflex save DC:16 for half).
So, please take a look and let me know what I should tweak.
I originally posted this in the Mummy's Mask forum but decided to move it here where it'll get more traffic.
We're kicking off Mummy's Mask on Sunday and one of our player's (our Sorcerer) has bowed out due to other RL commitments so I'm re-skinning my Bard into a Wizard to cover more of the Arcane front.
I'm thinking of rolling a Necromancer with the Resurrected trait (she died, but she got better). The only problem is that two of the other party members are a Paladin with the Undead Scourge trait and a Cleric of Pharasma, so raising dead is out (I took Turn Undead, instead. I like keeping my head attached to the rest of my body).
Here's what I've built so far:
Unnamed Hero
Female human (Keleshite) necromancer 1
LN Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2; +2 trait bonus against death effects.
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20) or
. . quarterstaff -1 (1d6-1)
Ranged light crossbow +2 (1d8/19-20)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—grave touch (1 round)
Necromancer Spells Prepared (CL 1st; concentration +4)
. . 1st—grease, mage armor, ray of enfeeblement (DC 15)
. . 0 (at will)—dancing lights, open/close (DC 13), read magic
. . Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Improved Channel, Scribe Scroll, Spell Focus (necromancy), Turn Undead
Traits resurrected
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Spellcraft +7
Languages Ancient Osiriani, Common, Ignan, Kelish, Osiriani, Sphinx
SQ arcane bond (Arcane Familiar, greensting scorpion), power over undead
Other Gear crossbow bolts (10), dagger, light crossbow, quarterstaff, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], spell component pouch, trail rations (5), waterskin, wizard starting spellbook, 31 gp, 4 sp, 5 cp
--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Grave Touch (1 round, 6/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Turn Undead (DC 14) (Su) Receive Command Undead or Turn Undead as a bonus feat.
--------------------
Arcane Familiar CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
[b]Skills Climb +7, Linguistics -1, Perception +4, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Right now I'm stumped on my second trait as well as the spells in my spellbook (It currently consists of 0-Sotto Voce, 1st-Cause Fear, Grease, Mage Armor, Magic Missile, Ray of Enfeeblement).
So, please go over it, take it apart, and put it back together again and let me know what you think.
We're kicking off Mummy's Mask on Sunday and one of our player's (our Sorcerer) has bowed out due to other RL commitments so I'm re-skinning my Bard into a Wizard to cover more of the Arcane front.
I'm thinking of rolling a Necromancer with the Resurrected trait (she died, but she got better). The only problem is that two of the other party members are a Paladin with the Undead Scourge trait and a Cleric of Pharasma, so raising dead is out (I took Turn Undead, instead. I like keeping my head attached to the rest of my body).
Here's what I've built so far:
Unnamed Hero
Female human (Keleshite) necromancer 1
LN Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 9 (1d6+3)
Fort +2, Ref +2, Will +2; +2 trait bonus against death effects.
--------------------
Offense
--------------------
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—grave touch (1 round)
Necromancer Spells Prepared (CL 1st; concentration +4)
. . 1st—grease, mage armor, ray of enfeeblement (DC 15)
. . 0 (at will)—dancing lights, open/close (DC 13), read magic
. . Opposition Schools Enchantment, Illusion
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 14
Base Atk +0; CMB -1; CMD 11
Feats Improved Channel, Scribe Scroll, Spell Focus (necromancy), Turn Undead
Traits resurrected
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (history) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Spellcraft +7
Languages Ancient Osiriani, Common, Ignan, Kelish, Osiriani, Sphinx
SQ arcane bond (Arcane Familiar, greensting scorpion), power over undead
Other Gear wizard starting spellbook, 90 gp
--------------------
Special Abilities
--------------------
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Grave Touch (1 round, 6/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Turn Undead (DC 14) (Su) Receive Command Undead or Turn Undead as a bonus feat.
--------------------
Arcane Familiar CR –
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +3, Will +2
Defensive Abilities improved evasion; Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
[b]Skills Climb +7, Linguistics -1, Perception +4, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ empathic link
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link (Su) You have an empathic link with your master.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 10) (Ex) Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Right now I'm stumped on my second trait as well as the spells in my spellbook (It currently consists of 0-Sotto Voce, 1st-Cause Fear, Grease, Mage Armor, Magic Missile, Ray of Enfeeblement).
So, please go over it, take it apart, and put it back together again and let me know what you think.
Let's say your party Rogue comes across a secret door with a magical Summon Swarm trap guarding it and he doesn't find it before opening the door.
How long after tripping the trap does the swarm appear? Immediately, is the spell held in abeyance waiting to be let loose, or after a one round delay, like the spell is being cast as soon as the trap goes off?
I took over this game when our original GM bailed on us and have managed to get everyone through the first dungeon but unfortunately real life has overtaken me.
A few weeks ago my schedule at work changed and I no longer have the free time to run this game. Add to that that it's now my turn to run a game for my friends and what have they chosen? Mummy's Mask, of course, and I really don't want to run two instances of the same AP.
If you're interested in taking over and running for a group of great players you can find the links to the discussion and game threads below.
Does a Gnome have to take a Craft or Profession skill for her obsessive trait to latch onto? In other words is he/she at 1st level forced to spend a skill rank in either Craft or Profession or can they just "let it ride" until they take one?