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Feel free to follow our long term campaign for AAW's Rise of the Drow using the glorious PFRPG. There's nothing fancy about it. No costumes, no overacting, no shenanigans, just good old fashioned role playing and dungeon crawling! The Rise of the Drow playlist picks up during a sidequest into the lands of Arcadia using the Tehuatl setting from FGG. Our next session picks up with the beginning of Book Two: Descent into the Underworld! Dun dun dunnnnnnnn!!! But wait, there's more! If you need more Pathfinder actual play in your life, check out our bizarro post-apocalyptic homebrew of a game that I'm not naming so I can avoid google searches, but I'll share it with you below. Fans of Iron Gods should enjoy!
This is a place-holder for an upcoming game wherein I will convert RIFTS from the original Palladium system into Pathfinder. the plan is to run a bi-weekly game on either Friday or Monday nights. Times will run from 7:30 PM to 11 PM EST, most likely. We'll see what works best. If you've always wanted to play RIFTS but didn't understand the mechanics, this might be your chance. Please serious inquiries only. No ghosting. If something doesn't sound to your liking, it's OK to say so and move on. I've had terrible luck recruiting from this forum in the past, but I am a glutton for punishment apparently. I will be using ROll20 to host the game. Voice chat will be provided via Discord. It might be sometime in January or maybe even February before I get everything together, but you are welcome to express interest here. I will invite you to the discord as long as you don't act like an online weirdo with no name and only game signs. I don't care about your online persona. If you're not willing to tell me your first name, I don't want you around. Current ideas for the campaign will use the following sourcebooks supplemented with PF material from Anachronistic Adventures, Broken Earth, Starjammer, It Fell From the Sky, and much more! North American Campaign
(And mayyybe some vampires coming up from the South!)
I've been a longtime fan of the Rifts campaign system, but the game mechanics, not so much. Now that we have a complete closed system for Pathfinder, I am intrigued by the idea of using Pathfinder for RIFTS. I know we have the Technology Guide and can bascially use everything from Iron Gods for it, but I am interested to hear if there are other third party sources that people think might be useful. I have the Starjammer PF1 system along with Broken Earth and a couple of tech guides, but I can't think of anything that might help cover mechs. Please throw some suggestions my way as to any sourcebook that might prove useful in such a campaign, especially something to help with mechs! Thanks in advance.
I've been receiving a few late-running Kickstarter campaigns over the past few months and I was struck at the notion that some of them were quite brilliant, but since they didn't hit the shelves until after Second Edition was released (or announced) that they may see little use at most tables and may quite possibly remain undiscovered by the greater gaming community at large. Two that spring to mind are the brilliant city-scape campaign book, City of 7 Seraphs, which details an extra-planar city that works as a campaign capstone for planar adventures. The second would be the still running late Kickstarter book, Legendary Planet, from Legendary Games. Aside from Iron Gods, it's the only sword and planet type of adventure created for the Pathfinder system. It has been released in bits and pieces, but with the final book only recently being completed, we are still several months away from the compilation book being made available. What are the great books you've come across that were released so late in the cycle that they may never get a fair shake of the dice at most tables?
I'm running an Echo Wood campaign using Thornkeep and the Emerald Spire and there is not a dedicated thread that non-PFS GMs are allowed to use. I've literally been told not to post in PFS threads, so I may as well start a thread here. My players started the campaign ostensibly with the desire to enter the Emerald Spire and explore it in its fullest. To that end, they had to gain the permission of the Hellknights in Ft.Inevitable, as the site is restricted due to it being a source of unending evil. They accepted a mission from the Hellknights to capture Krenar Half-Face, a Numerian Alchemist. Krenar is currently hiding out in the Forgotten Laboratory beneath Thornkeep. The Hellknights reveal that he has been a thorn in their side and that they do not have the resources to track him down whilst maintaining law and order along the Crusader Road. In the actual module, there is little to no motivation or backstory provided for Krenar. The design of the level is nice, but I had to modify a few things to make it more appealing to a group of seasoned Pathfinder players who've seen everything over the years. In the following posts, I'll add some of my changes and additions to the module.
Greetings, fellow Pathfinders! I'm putting together some encounters to challenge my players, one of which runs a rather tough Spheres of Might Conscript using shove, counters and things like that. I'm not looking to neutralize my players, but I would like to give them a challenge in an upcoming encounter. I've never played SoM/SoP, but I've run several games for players using them. I'd like to build a Spheres of Might based NPC or two to give them a good fight and I need some suggestions on where to start. I use everything to design NPCs and my players have access to everything as well, so there are no real limitations. The party is currently level four, but ideas posted here may be used later in the campaign as well. Thanks in advance.
My order for the Demon Cults & Secret Societies (PFRPG) book is showing "unknown time frame". If this means it is not in stock, I will need to cancel my order as it will not be restocked any time soon. Of course, if it is in stock, I very much would like the order filled, I'm just confused by the "unknown" expectation. Thank you.
Greetings, Pathfinders! I need some help from the number crunchy contingent out there. I'm more of a pure storyteller,so I have trouble with the numbers side of GMing sometimes. I need help pricing an item I created for my homegame. Some of my players might be lurking, so I don't want to post much about it, but if I am being too vague, let me know. It's a simple one-time use item that grants a creature template for one minute. The template is super useful and offers more benefits than most one-time use items such as potions. But, it's a one-time use item. One and done. I am thinking 500gp, but I don't really know where to start. Thanks in advance.
Quote: This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time. We recently had a game grind to a halt due to a disagreement over the running of this spell. We have a paladin fighting waves of summoned creatures, so the "magic circle against evil" effect came into play. The confusion was over the free casting of magic circle against evil. Does it come at the start of the next round? The end of the current round? Between every attack? Unless it comes at the start of the next round, the paladin can pretty much fight summoned creatures with impunity as the protection contstantly comes back into play with very little gap. Has this been clarified anywhere? Has anyone else had this problem and what was the solution? Thank you in advance.
For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes upon this enigmatic splinter, a strange life once again stirs in the depths—one with ties to undying evils and a might beyond time itself. The promise of wealth and power calls to glory-seekers from across the Inner Sea region, tempting them into a labyrinth of monster-haunted vaults, defiled tombs, arcane laboratories, and worse, as they seek to unveil the secrets locked below the legendary Emerald Spire. Looking for players to start a bi-weekly, Wednesday night campaign for The Emerald Spire Superdungeon. Games will run online from 7 pm EST (or 7:30 pm, if a later start is needed for that day) until 10 or 11 pm EST (depending on how late everyone feels like going that night). The current plan involves using Roll20 to host along with Discord for voice chat. Session Zero: February 27th at 7 pm EST. This campaign will involve material from The Emerald Spire Superdungeon, Thornkeep, and The Forest Campaign Compendium to flesh out a long-ranging campaign involving Mythic Adventures and running from 1st to 15th level. Sources allowed: All Paizo material is allowed (with the exception of the feats listed in the Banned list). Mythic Adventures will be used. Third-party material will be allowed on a case by case basis, but the player's guidelines list below contains suggestions. Banned List: Crafting. Leadership. Beyond Morality. No One of Consequence. Suggested Reading Material: Jester David’s The Emerald Spire Player’s Guide, People of the River, The Guide to the River Kingdoms, Dungeoneer’s Handbook, and Mythic Origins. You can find The Emerald Spire Player’s Guide here. Player's Guidelines::
Any alignment (with the caveat that PCs have to work together and No PvP) 15 point build 2 traits or 3 traits with one drawback Standard wealth by level Max hit points at first level, then take the average or choose to roll thereafter. All Paizo material allowed (excluding the Banned list) Mythic Adventures (PCs will gain at least one mythic tier in-game) Mythic Heroes Handbook Mythic Spell Compendium Path of War Path of War Expanded Akashic Mysteries Ultimate Psionics New Paths Compendium 1001 Spells Deep Magic (Will be unlocked in-game) Player expectations::
Your characters will be based in Fort Inevitable, a small town near the Emerald Spire. Fort Inevitable is under martial law, ruled by the Hell Knights. They maintain order, but also punish crimes harshly and allow for slavery. The adventures will focus on exploring the eponymous Emerald Spire for various reasons. The Emerald Spire is a glass-green tower, now in ruins. It is rumored to be of Azlanti origin, but the truth remains obfuscated by time. The campaign begins at the first level and will continue to fifteenth level or more. We shall strive for a mix of roleplay and heavy tactical combat. Post your interest in the forums below to find a spot in the game. We already have a few players, so we can add up to four more. Several of us have played together before, so we are familiar with how we play and would like to find more people that would enjoy becoming part of the group.
I've told my players to stop crafting if they are over WBL+2. This has become a point of contention among the group as several of them have powerful artifacts. How do other GMs reconcile WBL vs crafting and WBL vs having major artifacts in the campaign? I've basically told them that they cannot have both.
I just finished running Between the Stacks from the excellent Midgard Tales collection. Unfortunately, there is a magic item in the loot that has defied definition. I am unable to locate it anywhere in the stack of Midgard books and PDFs at my disposal. Does anyone know what this is and where I can find the write up? Thanks.
I'm running an Iron Gods campaign and would like to combine it with the Legendary Planet AP from Legendary Games. My plan is to run the first two books of Iron Gods, then the third and fourth books for Legendary Planet before coming back to Iron Gods for the fifth and sixth books to finish it out. Legendary Planet continues after that with two more modules that take players to level 20. Has anyone used these two campaigns together yet? Any good ideas on how to do so? I've finished Fires of Creation, so we will start Lords of Rust next. I am considering using the Worldscape material from the comic series as connective tissue to help bind the two campaigns together. That and it gives me the chance to let my players meet Tarzan and John Carter of Mars. The plan is to finish book two and then use the Worldscape to whisk the players away to the worldscape. Once they escape from there, I'll drop them into Legendary Planet.
There seems to be some news about a new edition or another coming out from Paizo. Since many of you feel the same as I, that Pathfinder is an excellent system that allows us the flexibility and freedom to create any sort of game you like, let's start comparing notes on our plans to make the closed system of Pathfinder our own. For example, I've always used critical hits and misses with confirmation rolls. It's a holdover from earlier editions that I've always enjoyed. I found an updated PDF from an old critical hit table in Dragon Magazine called Epic Hits and Critical Misses that I use whenever a crit is confirmed. I've expanded my Mythic Adventures campaigns with the Mythic Heroes Handbook and the Mythic Spell Compendium. There were plans for another compilation, but I wouldn't be surprised if the second edition plans put a stake in its heart. In that case, you have to pick up the individual books for Mythic Horror Spells, Mythic Intrigue Spells and Mythic Occult. Speaking of occult, the only mythic support that I've found for it is the Transcendentalist Path from the Four Horsemen. Legendary Games produced a series of books expanding kingdom building and mass combat entitled Ultimate War, Ultimate Battle, Ultimate Rulership and so on and so forth. These are recommended for those wishing to expand their kingdom building or mass combat options. These are just a few of the supplements and sub-systems that I like to use to enrich my campaigns. I'd like to use this thread as a resource for anyone wishing to expand their own game or to help others do the same. Feel free to add your favorite house rules, sub-systems or supplement that you think others would benefit from using.
See the thread title. I see in Ultimate Combat where it clearly states that loading a firearm provokes an AoO, but I cannot find a specific mention as regards to firing a firearm. Any help on the subject is greatly appreciated.
I recently picked up the Maure Castle issues of Dungeon (112, 124 & 138) and have been looking for ways to tie them into Golarion. There are a couple good threads on the forums about placing Maure Castle in the Cairnlands outside Absalom, but as I was looking through the issue with the Chamber of Antiquities, I was struck by the notion that something that is essentially self contained like this would work well for the Test of the Starstone. Are there any other gamers out there that have thought along these lines? If so, how well do you think the Chamber of Antiquities would adapt for the Starstone? Would one level suffice, or would Warlock's Walk need to be added as well? I'm just throwing some thoughts out there to see what happens.
The title says it all. I have all of the pawn sets produced by Paizo, yet every time that I want to introduce a cool creature from one of the campaign setting books, I have to find a lame replacement from one of the other boxes to represent it. This kind of defeats the purpose of introducing unique creatures into the game, because the visual element is misrepresented. We are long overdue for a proper campaign setting Bestiary Box with all of those great Golarion-centric creatures such as monkey goblins or yamahs in Magnimar, a proper calikang or even Treerazer himself. The list is rather long and the art already exists. Paizo, please put the effort into making this happen, so Gms can take advantage of some of the more interesting creations that are out there.
I found an interesting Pathfinder Kickstarter that might interest some folks called The Fairie Ring. I love these supplements that expand on certain aspects of the fantasy universe such as the fey realms. The list of names working on the project is quite solid as well. One week to go to hit their goal. Hopefully, they make it.
I've been adding a few Pathfinder Society scenarios to our ongoing homebrew campaign and I've noticed a few strange things. Number one - venture-captains always managed to deliver messages to their teams no matter which part of Golarion they are currently residing with no apparent mail system. And secondly, are there any measures in place to prevent people from forging messages and claiming they are from venture-captains just to mess with people? How do venture-captains deliver their missives? And how do pathfinders prevent their message system from being imitated or infiltrated?
Just as stated in the title, I'm running a campaign at my LFGS where the players are gaining mythic tiers, each has a scaling weapon that grows in power with them (courtesy of Purple Duck Games' Legendary Weapons), and they are each gaining a cohort through usage of Ultimate Relationships and the Leadership Handbook. I've found that each one of these additions enriches the game and the experience and the players really enjoy it. My question is, what else is there? Is there another rules subsystem I can access to give the players another benefit that can enrich a part of the game that I haven't considered? Thanks in advance for the help.
I'm sorry for posting another charge attack question but I haven't seen this answered to my satisfaction as yet. PRD said wrote:
The PRD seems to indicate that one can make a charge attack as long as they move in a straight line from a distance of at least 10'. Does this mean the PC can makes turns over the first 20' and then still charge for the final 10' as long as it is unimpeded in a straight line? Zig zag into charge? Yes or no? Thanks in advance.
I just listed Council of Thieves #1 Bastards of Erebus on eBay for $5 starting bid. I am not going to run the AP, so I am selling a near near-mint copy for a low starting bid.
Greetings, Pathfinders. I'm looking for a few Pathfinder Society scenario suggestions that involve some heavy roleplaying ala Masks of the Living God which involves the heroes infiltrating the Church of Razmir. I'm looking for heavy roleplaying to give the PCs a change of pace after a particularly harrowing dungeon session. I'm asking for scenario suggestions, because I need short scenarios that I can use to fill gaps between the modules of my campaign. I am not familiar with all of the plots for the various scenarios, so I was hoping a few folks out there might have some suggestions. Feel free to make suggestions that are third party or non-PFS. I'm just using that as a baseline. Thanks for reading.
I'm working on an encounter table for a scenario that I'm running involving a town that is suddenly overrun by zombies. The PC is trying to make their way across town and must roll for encounters every block. I'm trying to create the feel of having to run through a zombie horror film for this particular segment. I'm looking for feedback on what I have so far. Are the zombie encounters too frequent or too infrequent? Should there be more variety? Any suggestions are appreciated. HORROR MOVIE MECHANICS FOR PATHFINDER RPG:
Greetings, fellow Pathfinders. I'm running a game at my FLGS and one of my players would like to build his own race to play at some point. I encourage players to play whatever they like, but when it comes to building a race, I have concerns about the build being overpowered. His solution is to wait until the party is a higher level so that it will balance out the power options. Race building is an aspect of the game that I have yet to dive into and don't really know where to start. I'm going to post a copy of his current build below and would like suggestions on how to let him play what he wants to but keep it balanced. Suggestions and comments are welcome. Thank you. Alpha Wolf Build: Race: Alpha (Werewolf)
Rp: 30-40 Level adjustment: 2 to 3 Alignment: Any non-evil. Alphas have mastered their control of their beast side at a very young age and despite the idea of a werewolf acting like a wild animal. Eyes: all alphas have green eyes. Hair: most alphas have brown hair Age: alpha age normal till they hit 18 then they start aging very slow slower than elves people who have study this is because they turn so much it slows down their cell decay. Special: Alphas seem to have a weaker version of all their strengths in their human forms. When they are in their wolf forms they get the full benefits of their werewolf blood. Defensive Abilities: A natural lycanthrope gains DR 10/silver and in hybrid, animal, but gets DR 5/ silver and human form. An alpha’s has a natural armor +4 in animal/ hybrid form and natural armor 2 in human form Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Melee: A lycanthrope gains natural attacks in hybrid, animal and human forms according to the base animal.. Special Attacks: A lycanthrope retains all the special attacks, qualities, and abilities of the base creature. In human or animal form it gains the special attacks, qualities, and abilities of the base animal. A lycanthrope also gains dark vision, scent, all natural attacks made in human and animal form count as magic weapons for the sake of DR and they gain the following: Claws/ Fangs/Eyes
• At level 12 an alpha can started being healed by magic/energy by other people that means he can be healed by: • Positive energy • Potion of healing • Any healing spells. 2. Becoming more mystical:
• You can get up to tier two of mystical energy. 3. Alpha’s roar:
• The alpha has the ability to roar so powerful that he can either turn all werewolves in 200 feet into their human form or their animal form and make them friendly for 1d6 rounds. 4. Undead hunters:
• The alpha can use his scent ability to tell him of any undead in 60 feet and he can use a standard action to pinpoint them. Lore:
Name: Akira Ulricstein
Rogue talents
Traits:
Friends in every town: You have no problem making friends and learning information from them wherever you go.
Equipment: Depending on how you do it because some people have said because of my level adjustment I get level 10 starting gold which is 62,000 some people say I get my character current level so level 8 which is 33,000.So I will make two basic lists.
I'm currently running a campaign based in Nirmathas, so I thought as a special treat, that I'd let my players run into The Masked and Tantaerra from Ed Greenwood's Pathfinder Tales book - The Wizard's Mask. Does anyone have thoughts for statting these characters? Please feel free to respond with any suggestions that you have. Thanks.
I'm running a tabletop campaign at the local store, Hit Point Hobbies. If you're looking for a game in the area, come join us! I am starting Crypt of the Everflame and will run through the entire Price of Immortality series. I have several modules lined up to go after. It is going to be fun. Next session is 3/1.
I'm going to run a tabletop game of Crypt of the Everflame next month, so I've been trying to find the original flip mat without success. There is a Gamemastery flip mat on Amazon that purports to be the Everflame mat by the photo - but the comments reveal that it is an entirely different set of maps than what is pictured. Does anyone know of an appropriate alternative that they have used for the module? If so, can you link me to it? All comments and suggestions welcome. Thanks!
I am working on a character potentially to run in Iron Gods and was considering something from Dreamscarred Press' Ultimate Psionics. Does anyone have a suggestion for a class that might be suitable for the adventure path? I read through the Iron Gods Players Guide and of course there is no mention of Ultimate Psionics, but most of the suggested classes are metal, construct or gun based.
I just started running the classic Price of Immortality modules for my group. Since the first module, Crypt of the Everflame, starts in Nirmathis, I decided to add a subplot of sasquatch running around in the Southern Fangwood just to give the PC's something else to think about as they make their way through the forest. I was curious if any of you had incorporated any of the Mystery Monsters into your campaigns and how you accomplished this task. Please feel free to share your thoughts and experience.
Welcome fellow travelers. Join us as we recount the trials and tribulations of one Brother Fen, monk of Irori, and his cohorts Jack Straw the Oracle and Willow the ranger. We are currently stranded on Crow's Rest Island and have discovered an ancient temple of Nethys that has been overrun bu troglodytes. OOG: SPOILERS FOR CROW's REST ISLAND in each episode. This will be an ongoing campaign which is recorded and released as an Actual Play/Audio Play podcast - complete with sound FX! Oh yeah! We're about to launch into the first Mythic Tier and are planning to run Emerald Spire next. This thread will serve as our journal for anyone that wants to follow along. Each episode is edited for time with most of the game mechanics removed to allow for maximum roleplaying entertainment. Actual Play with Brother Fen Episode One - - Er Two, Actually |