Vaarsuvius

Captain collateral damage's page

Organized Play Member. 1,335 posts (2,025 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 24 aliases.




Hello everyone!
I've just published Pathfinder 2nd Edition ancestry rules for the trox of 1st Edition and Starfinder. It includes setting and roleplaying information, 5 heritages, 30 ancestry feats of a wide range of levels, and rules for playing a cleric or champion of Hylax, the Forever Queen!
I hope you all like it. :)


I just found this and...
What?
Isn't Earth supposed to be in another galaxy or something?
Is this just an artist mistake?
Is this android doing research into why there seem to be humans on many different far-removed planets? (They are on Androffa, too)
Are they doing research into how several people in Pre-Gap Golarion somehow managed to cross into another galaxy without any kind of Drift travel?
Are they a member of Tabletop RPG company called Oziap that is creating a new campaign setting where magic doesn't exist?
I demand ANSWERS, Paizo!


Male Human

Alright, feel free to dot here so this game gets added to your campaigns tab. I'll start the game itself once everyone's here and we've got a starship figured out.


Male Human

Hello and welcome to the game!
I'll put the gameplay thread up in a bit so you can dot and add this to your campaigns tab.
The story so far is that your group has been contracted by AbadarCorp to deliver a shipment supplies to the colony world of Nakondis in the Vast, where your friend Cedona lives. You are to be paid 4000 credits by the colony's leader, Madelon Kesi. If you'd like to work out connections between your characters, feel free to do so, as the adventure doesn't really come with any existing ties between the party.
Your group also begins with a ship, so get crew roles figured out, and you may build the ship yourself. (Tier 1, so 55 Build points). If people would prefer to start the AP quicker, however, we can use a Kevolari Venture or other Tier 1 sample starship.
Thanks for applying and I look forward to playing! :)


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Hi everybody! I got tired of waiting for someone to run this, so I'm doing it myself. If you are at all interested in playing as guerilla rebels against an evil empire in a sci-fi setting (i. e. Star Wars), this is the Adventure Path for you! There's a cool trailer here, if you don't mind minor spoilers.
Character Creation Rules:
All options from Paizo's books are permitted (including all dem aliens. Helpful link to the SRD
1000 credits, which may be spent on items of 3rd level or lower.
20 point buy ability scores, using the Pathfinder system, maximum of 18 after race and theme modifiers. I think not having the point costs increase with the score is weird.
Non-evil alignments only.
Your character must have some connection to an Cedona, an android scholar. The adventure includes theme-based connections if you'd like to use them, or you can invent your own.
The adventure also includes a new theme, colonist, which I've included below.

Connections:
Ace Pilot: A few years ago, you received an emergency commission from an android named Cedona. She needed quick transport into an asteroid-choked section of the Diaspora, no questions asked, and couldn’t find anyone else able to navigate the complicated route quickly. Cedona was impressed with your flawless piloting and contacted you a few times for other jobs, even when another pilot would have been more convenient for her to hire.
Bounty Hunter: You had a high-paying job that seemed to have gone bust, as your quarry had slipped away to another planet without leaving behind any clues. You were about to admit defeat when Cedona contacted you with some information—your quarry’s location. You collected your quarry and your pay without any difficulties. Cedona has provided you with unexpected but useful information from time to time ever since, and the two of you have become friends, although she hasn’t ever revealed her information sources.
Icon: Cedona happens to be a fan of your type of performance or field of study. The android is polite and friendly, and the two of you have bonded based on her appreciation of your work. She asked that you come visit her in Madelon’s Landing if you ever found yourself out in the Vast. You could tell that she didn’t really think you’d find the time in your busy schedule to get out that far, and you look forward to surprising her with your presence.
Mercenary: You took a job a few years ago clearing some invading forces out of a ruined factory, and one of the mercenaries working alongside you was an android named Cedona. It became clear to you that she was no ordinary mercenary but was seeking a particular individual you later learned was an escaped convict. Regardless, Cedona was cool under fire and very professional, and you appreciated that. She saw the same in you, and the two of you became friends. You have an ongoing, good-natured dispute about which of you could take the other in a fight, but you’ve never pushed it to the test—deep down, you might worry that you’ll lose.
Outlaw: Despite your back-alley dealings and efforts to avoid legal entanglements, you kept running into an android named Cedona. You might have thought she was a bounty hunter or a police officer, as she so frequently seemed to know where to find you, but she didn’t seem interested in capturing you. She was more interested in finding out why you were charged for your crimes, and whether you had done illegal things for the right reasons. Cedona seemed to actually like you, when so many others were willing to cast you aside or turn you in, and you struck up a friendship with her. She once showed up to provide you a transit pass and fake identification documents when forces of the law were closing in on your home, and you feel like you still owe her for that.
Priest: Cedona was a friend of a friend whom you tended through a difficult illness. Although Cedona doesn’t share your religious conviction, you learned over long hours at your mutual friend’s bedside that she is a good and caring person. When your friend passed away, you and Cedona both agreed to keep in touch, but you drifted apart nonetheless. You heard she retired to an AbadarCorp colony in the Vast, and you resolved to rekindle your friendship.
Scholar: You attended a short series of lectures a few years ago about the business of religion, but you found the presenter’s conclusions ill-founded and lacking in intellectual rigor. You met another attendee—an android named Cedona— and struck up a friendship while complaining about the lectures. Cedona was primarily interested in learning about AbadarCorp colonies; she hoped to join one of those colonies once she retired from her current job, although she didn’t mention what that job was. When she was approved to join AbadarCorp’s colony on Nakondis, Cedona asked you to come visit her when you could, to see “religion and business in the field.”
Spacefarer: You’re the reason Cedona came to Nakondis in the first place. You’ve been to the system before, although it seemed to have little to recommend it to anyone. Sure, Nakondis is lush with beautiful, healthy forests and thick with sparkling fog, but you aren’t the sort to consider settling down planetside. Your acquaintance Cedona agreed it seemed pleasant, and you weren’t surprised when you heard she retired to the AbadarCorp colony there. You would like to see her life on the planet you first introduced her to.
Xenoseeker: You chafed at the confines of civilization in the Pact Worlds, finding your center in remote gardens or little-traveled wildernesses. On these journeys, you occasionally encountered an android named Cedona. She never told you what she did for a living, but she talked often about how she was looking forward to retirement on a wilderness planet far off in the Vast. When she was approved to join the colony on Nakondis, she invited you to a going-away party to celebrate her good fortune, and she asked that you look her up some day.
Themeless (or Other Theme): You were Cedona’s neighbor for a few months, and she was the only person in the neighborhood you really considered a friend. She had a pet named Cubber—a vulpine creature known as a squox — that she occasionally asked you to feed while she was away for work. You never learned what Cedona did professionally, but she seemed glad to retire from it. She was happy when she told you she’d been accepted to join an AbadarCorp colony on Nakondis, although it meant she’d have to find a new home for Cubber. Whether you now own Cubber is up to you.

Colonist theme:
COLONIST +1 CON
You have an unquenchable trailblazer’s spirit, matched with the training and fortitude you’ll need to carve out a new life for yourself and others in the wilderness. Although you might be the sort to go it alone on the frontier, you’re more likely part of a small group of settlers. You might be preparing for your first voyage, or you might be a grizzled veteran who has already helped found several successful colonies.
THEME KNOWLEDGE (1ST) You have amassed a vast knowledge of past colonization efforts, including those that have failed due to ignorance or carelessness. You know that basic knowledge about a new, uncharted world is the most valuable resource any colonist can have. Reduce the DC to identify average creatures using Life Science by 5. Survival is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to Survival checks. In addition, you gain an ability adjustment of +1 to Constitution at character creation.
PROVIDING FOR OTHERS (6TH) You know that a colony’s survival means that each colonist look out for everyone else in times of hardship or privation. When you successfully use the Survival skill to endure severe weather or live off the land, increase the number of other creatures you can grant saving throw bonuses or sustenance to by an amount equal to half your level. You can give another creature any benefit that you would gain from a Survival check to endure severe weather or live off the land (such as a bonus to Fortitude saves or sustenance you would gain), but if you do, you don’t gain it for yourself.
PIONEER’S RESILIENCE (12TH) You are more resistant to effects that would overwhelm a less experienced settler. Once per day, you can reroll a Fortitude saving throw to resist the effects of a disease, poison, or severe weather.
AN EYE TO THE FUTURE (18TH) Up to twice per day when you successfully use the Survival skill to predict the weather, you can spend 10 minutes contemplating what the future holds to regain 1 Resolve Point; this doesn’t count as resting to regain Stamina Points. You must spend 1 minute observing the surrounding area and its weather patterns to use this ability, even if you have another ability that allows you to predict the weather in a shorter amount of time.


So for some reason, I can't copy the image of the Island maps on the front inside cover, which makes it rather hard to show my PBP players what the island actually looks like. I can copy other images fine, including the ones on the back inside cover. Anyone else having this problem? Am I doing something wrong?


Male Human

Day 24; about 2:00 in the afternoon.

Seemingly everyone is up on deck as the Peregrine passes out of the Inner Sea and into the full Arcadian Ocean. Portions of a few crumbling pillars of the Arch of Aroden still stand, while the sun shines brightly overhead.
Feel free to interact with each other and/or NPCs.


Male Human

Hi everybody!
Gameplay thread will be up in a bit, and I'll also put descriptions and pictures of major NPCs on the ship in the campaign info.
There will also be one more character dropping in soon.
Feel free to hang out and establish relationships between your characters if you like. :)


1 person marked this as a favorite.

Discover the Shattered Continent!
Seeking able-bodied and adventrous souls with any and all talents.

The Bountiful Venture Company, in partnership with the Andoran government, is beginning a colony on the newly discovered island of Ancorato, in far-off Azlant, and we want You to join us!
Inquire within
Bountiful Venture company not responsible for any negative impacts upon your person or possesions journeying to Azlant may cause. Settle at your own risk.

Character Creation:

Convenient link to the player's guide (You should really read this)
20 point buy or 4d6 drop lowest. If you do not like your rolls use 15 point buy.
Core or Featured Races, I might allow other races if you ask nicely (though I will balance them)
Average gold for your class or roll.
All Paizo material allowed, you must use an unchained class if there is one (expect monks, who may use either), and as GM I can nope anything at my discretion.
Third party options are on a case by case basis.
Two traits, one must be a campaign trait. Drawbacks for 3 are allowed.
Non-Evil Alignments only.


Male Human

Adventurers Wanted
Rescue of Councilor Khonnir Baine- 4,000 gp reward
Revival of the Torch- 4,000 gp reward
Inquire at the town hall for details.

While Torch's town hall is quite grand, the actual room of the town council is rather small. A five-chaired desk is the center piece of the room, yet only one of those chair is currently occupied by a frustrated-looking old dwarf woman who appears to be looking over some papers. "Can I help you?"

GM Rolls:
6d20 ⇒ (16, 9, 15, 7, 14, 15) = 76

Azmerai:
"Ratfolk bandits have been becoming more and more of a problem on the roads to the east. Someone’s gotta do something about them!"

Jolkum:
"A pair of dwarves got drunk at the Foundry a few nights ago and went up to Black Hill to drink some of the sludge up
there on a dare. One of them grew a lot stronger for a few minutes after drinking the stuff, but the other one nearly died after the fluids burnt a hole in his gut!"

Darian:
"The Technic League is behind the problems in town. One of their agents put out the torch so we’ll all go broke and they can take the place over for free!"


Male Human

Hi everybody!
Gameplay thread will be up soon.
In the meantime, if you haven't yet, you can put important stats (hp, ACs, saves, init, perception, and more if you like) in the Classes/Levels section of your profile, so that info shows up under your name each time you post so it's easier for me to access.
Also, if you like, you may roll a d20 to learn a rumor, which may or may not be true.
Edit: I've added a google drive folder to the campaign description, for maps, pictures, and a loot sheet. The NPC Pictures folder has some important faces of Torch.


So my home game voted to do Ruins of Azlant instead of Starfinder, leaving me deprived of science-fantasy goodness. :( So now I'm doing this!
Convenient link to the Player's Guide
Character creation:
20 point buy or 4d6 drop lowest. If you do not like your rolls use 15 point buy.
Core races or androids, I might allow a featured race if you ask nicely.
Average gold for your class or roll.
All Paizo material allowed, you must use an unchained class if there is one (expect monks, who may use either), and as GM I can nope anything at my discretion.
Third party options are on a case by case basis.
Two traits, one must be a campaign trait.
Non-Evil Alignments only.
Androffan may be taken through a lingustics rank, or through a campaign trait.
You must have lived in an area in order to use knowledge (local) there.


All the theories about Aroden's death generally have at least one thing in common. They assume that Aroden's death was the cause of the events of 4606 AR. But what if we look at the problem from a different perspective?
What if Aroden's death did not cause the end of prophecy- rather, the end of prophecy caused the death of Aroden?
Looking at the mystery from this angle makes a lot of stuff make much more sense. God's have died before, and as far as we know it hasn't caused bad stuff to happen all over Golarion. Aroden was not the god of prophecy, Pharasma is. And it's hinted that she knows what happened. In fact, the only personal tie Aroden has with the events of 4606 AR is with Deskari, having defeated him earlier.
Suppose someone turned off prophecy right before Aroden was supposed to come back. Suppose they turned it off so much that the near opposite happens.
Instead of retunring to Golarion, Aroden dies. (This also fits with the oracles and seers dying from their prophecies being broken) Instead of Humanity entering a golden age, Golarion is shifted towards the abyss and is wracked by storms. (Perhaps the gods shifted all the storms into one specific location the Eye of Abendago? If so, why did they choose to do it on inhabited land?)
So someone turns off prophecy. Who?
1. The Lirgeni. Okay, not a lot of evidence, but maybe the Eye destroying them was a punishment or backlash? Maybe?
2. Non-human humanoids. Also unlikely, but there's good reason to believe that slower breeding races like the elves (Or those sneaky, tricksy little hobbitses) wouln't want humanity to enter a golden age and shut them out? Maybe this much damage was an unintention side effect?
3. Deskari. Deskari has a personal vendetta against Aroden and got the Worldwound out of the deal, so he's a definiet option. However I don't see him having enough power to pull this off.
4. The most likely culprits are the true movers and shakers of Golarion: The Aboleths. They clearly have a reason for this: humanity entering a golden age via Aroden would lead to a second Azlant, whose power could potentially rival their own. They also likely have the power to pull this off, being able to call down god-slaying/planet destroying meteors, just accidentally snagging a god-rock in the process, and there's no suggestion that they have gotten weaker since then. In fact, thinking about it provokes another question: why didn't the gods destroy the Aboleths once they demonstrated their power? They've had thousands of years to do it, and the Aboleths are clearly the most powerful non-god force. Is it because they are to scared? are the aboleths truly greater than the gods? Maybe.
5. Any/all of these groups could be working together.
What do you guys think?


I've seen a few LOTR online campaigns, and there's not been any discussion on whether they are copyright infringement, so I assume they aren't. Could someone more skilled in legalese tell me if this is specific to LOTR, or if I could run a campaign with another fantasy world, (for instance, brandon Mull's Beyonders series?)
Thanks


2 people marked this as FAQ candidate.

Some abilities (like the sacred shield paladin's bastion of good ability) use the word "attack" but don't elaborate further (Sorry if this is obvious and I'm missing something, but I'd like a definitive answer please) For the purposes of invisibility, attacking includes spells, not just the attack action. Does this mean that The allies of the sacred take half damage from spells as well or just attacks? If no, does do spells and traps that use attack rolls count as attacks?


Hi everyone! I'm looking to get two replacement players. We lost two players, a martial and a skilled, so I'm looking mostly for those types of characters.
Gameplay
Discussion

Adventure description:

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

Characters:
Level 2, you will go to 7 by the end of the module.
20 point buy or 4d6 drop lowest. If you do not like your rolls use 15 point buy.
Any Paizo Class, but you must use the unchained version if there is one, except for monks, who may use either.
Preferably Core races although you may play something in the featured races of the ARG if you really want to. (I will have harsher standards on these races, however.)
Average gold for your class or roll.
Max HP first level, take half rounded up for 2nd
Third party options are on a case by case basis.
Background skills
Two traits
Non-Evil Alignments only


5 people marked this as a favorite.

So in Starfinder there will be a new core 20 gods, with some new and some old. So lets do some speculation!
Iomedae: Has been mentioned in the Starfinder blog, so I think yes.
Erastil: Likely been phased out, as hunting and farming don't really apply anymore.
Torag: Mostly a dwarf god, so probably no.
Sarenrae: Goddess of the sun seems a pretty major role, as well as the fact that she's a very central god, so I say yes.
Desna: Being a goddess of stars and travel, she's an almost definite yes.
Abadar: Being a god of civilization, that works pretty well with the exploration aspect of Starfinder
Irori: An interesting case considering the Gap and him being the god of history. Maybe it was his doing for some unknown reason, or his death caused the gap.
Gozreh: If outer space counts as nature, then yes, but otherwise I don't don't really see Gozreh here.
Pharasma: As long as people are dying, Pharasma will likely stick around.
Nethys: Likely finally destroyed himself, which works in with how magic is less common.
Gorum: More destructive weapons = more fun!
Rovagug: With Golarion gone, (Maybe because of him) Rovagug's probably not in this.
New Gods: Obviously, there's the new AI god, but I think Also given the new advances Brigh likely will be launched into a core 20 position.
Thoughts?


Hi everyone! I'm looking to get a replacement player after the last one disappeared. The player who disappeared was a divine caster, so submiteed alpplicatns should be divine casters.
Gameplay
Discussion

Adventure description:

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

Character creation:

Starting level 1, you will go to 7 by the end of the module.
20 point buy or 4d6 drop lowest. If you do not like your rolls use 15 point buy.
Any Paizo Class, but you must use the unchained version if there is one, except for monks, who may use either.
Preferably Core races although you may play something in the featured races of the ARG (This will likely decrease your chances of getting in, as I will take 1 or 0)
Average gold for your class or roll.
Third party options are on a case by case basis.
Background skills
Two traits
Non-Evil Alignments only

The story before the events in the gameplay thread:

Hired as caravan guards by a man named Silas Gribb, you traveled to the small town of Belhaim. Upon arrival Gribb was arrested for smuggling, and was unable to pay you. You obviously had no knowledge of Gribb's illegal activities, but were left stranded in Belhaim. Talia Orem, proprietor of the Wise Piper inn, takes pity on you and offers free room and board for a few nights. It is evening as you sit in the common room of the Wise Piper Inn.


Male Human

15th Sarenith, 4713 AR, about 7:00 p.m.
You sit at a table in the Wise Piper Inn, eating a meal of fresh bread with cheese and honey, washed down by watery mead. The inn is fairly large and busy, with quite a few people at other tables.
Just to make sure everyone's here, feel free to roleplay with each other and/or NPCs, I'll move on the story tomorrow. (Or if you really want, sooner)


Male Human

This is the discussion thread.


1 person marked this as a favorite.

Hi everyone! Since I never got an opportunity to run The Dragon's Demand to completion IRL, I figured here would be a fine to place to try!
I'll be taking a group of 4 would-be dragonslayers through this epic 64 page module.

Adventure description for people too lazy to click links:

Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town. But when Belhaim’s peace and quiet is shattered by the sudden collapse of the last standing tower of its founder’s castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What’s the sinister secret behind the strange sounds of flapping wings in the night? And what’s happened to local wizard Balthus Hunclay, who’s not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen? Has Belhaim’s ancient draconic nemesis returned?

Character creation:

Starting level 1, you will go to 7 by the end of the module.
20 point buy or 4d6 drop lowest. If you do not like your rolls use 15 point buy.
Any Paizo Class, but you must use the unchained version if there is one, except for monks, who may use either.
Preferably Core races although you may play something in the featured races of the ARG (This will likely decrease your chances of getting in, as I will take 1 or 0)
Average gold for your class or roll.
Third party options are on a case by case basis.
Background skills
Two traits
Non-Evil Alignments only
Note: the is only one dragon here, and it's the final boss, so don't be making rangers with favored enemy (dragon) just yet.

The story so far:
Hired as caravan guards by a man named Silas Gribb, you traveled to the small town of Belhaim. Upon arrival Gribb was arrested for smuggling, and was unable to pay you. You obviously had no knowledge of Gribb's illegal activities, but were left stranded in Belhaim. Talia Orem, proprietor of the Wise Piper inn, takes pity on you and offers free room and board for a few nights. It is evening as you sit in the common room of the Wise Piper Inn.


Question in title. Obviously if they did, swarms would be ridiculously OP, (YAY AC IN THE THOUSANDS!!!!!)as well as how the individual monster statblocks don't have the same feats as the swarms, but I'm just putting it out there for speculation and to give really evil GMs another tool. :) (Kinda surprised there hasn't been a thread on this yet. Or maybe I just failed to find it.)
(and if they don't all have them, then how do they have said feats and not have their individual ones?)


So after getting the first book nearly a year ago, and trying to start since then, I finally got started. Because I originally thought the AP was for 25 point buy (because it's mythic and that's what Staunton has)and because some of my players were relatively inexperienced, I gave my players 30 point buy. (Now I know that it's supposed to be 15). Because characters were already made, I allowed them to keep their ability scores, but I am optimizing foes and their tactics, (To a reasonable degree based on their INT), Implementing a death punishment rule (each time you have to make a new character, you drop five points in ability score buy.) and generally being a mean GM and not caring if the characters die. We have a human Paladin; a duergar Monk (unchained); a gnome Bard; and an elf Conjurer.
The characters went fairly easily through the opening encounters, with a few minor wounds. They went through A3 and bypassed A2 altogether, using ropes to get the disabled NPCs up. The Heucuva was a challenge mostly because of its DR, which no one could bypass except for the paladin, who was reluctant to use his smite rolled terrible, and ended up not hitting at all. The party eventually brought it down in increments of 2 and 1, and had to expend quite a bit of resources. The Darkmantles were fairly easy, but when they got to Millorn (Now a tiefling, because I optimized him) he was quite tough. Millorn was levitating in a darkness, and the duergar who could see him had a very hard time hitting his 22 AC, and with a combination of summon swarm and acid arrow he would have dropped the paladin were it not for a max rolled cure. he was finally brought down when the monk climbed the wall and jumped to Millorn and grappled him. With Millorn's spells effectively out of the way, the monk pummeled Millorn until he had 1 hp. Millorn then released the spell, attempting to kill both him and the monk. However the monk had control of the grapple and rolled well in Acrobatics. Since the mongrelmen were descendants of the first crusade, I had them all wear holy symbols of various good deities, so the party identified them as allies and freed Crel with relative ease. (Thinking about it, Lann and Dyra should be able to just barely lift the rock themselves if they take 20.) With the Mongrelmen guides, they continued to Neathholm, again using ropes to get past the chasm. Upon discovering the dead cultists the monk named them "crutraitors" (pronounced like "crutraders" so it's a better pun.) Once they got to Neathholm and talked to Chief, I had them level up (I don't use XP, I'm just having them level up at certain point, like the end of each part) Next time they're taking on part two, where I should be able to put in some more optimization. Anyway, here's my updated Millorn. (Assumes he has Mage armor and shield in effect)
Millorn CR 2
Tiefling conjurer 3
CE Medium Outisder (native)
Init +3; Senses Darkvision 60 ft.; Perception +3
Defense
AC 22, touch 13, flat-footed 19 (+4 armor, +3 Dex, +1 natural, +4 shield)
hp 19 (3d6+6)
Fort +3, Ref +5, Will +4
Resist Fire 5
Offense
Speed 30 ft.
Melee mwk Club +3 (1d6+1)
Ranged ranged touch +4 (varies)
Special Attacks acid dart 6/day (1d6+1)
Tiefling Spell like ability (CL 3rd; concentration +1)
Conjurer Spells Prepared (CL 3rd; concentration +6)
2nd—acid arrow, levitate, summon swarm
1st—mage armor, shield, summon monster 1 x2
0 (at will)—daze (DC 13), detect magic, mage hand, read magic
Statistics
Str 12, Dex 16, Con 13, Int 17, Wis 10, Cha 6
Base Atk +1; CMB +2; CMD 15
Feats Augment Summoning, Scribe Scroll, Spell focus (conjuration)
Skills Knowledge (arcana) +9, Knowledge (history) +9, Perception +3, Spellcraft +9, Stealth +8
Languages Common, Abyssal
SQ arcane bond (club), prehensile tail, scaled skin, skilled
Combat Gear potion of cure moderate wounds Other Gear mwk club, cloak of resistance +1


My group is currently missing a player for the Emerald Spire Superdungeon. The party is chaotic level 1, and operating out of thornkeep, which, like any good river kingdoms town, is almost totally lawless. The party has a goblin oracle, hobgoblin antipaladin, and catfolk rogue.
Character Creation: 20 point buy ability scores
Any Paizo Class, but you must use the unchained verson if there is one, except for monks, who may use either.
Any race of 15 RP or less.
Average gold for your class.
Two traits, one may be from the unofficial Player's Guide
Gameplay
Discussion
Original Recruitment The two parties (law and chaos, this is chaos) are now separate, so don't worry about PvP.


Is this a thing? I know a lot of cleric spells don't require a divine focus, but this still feels too overpowered, and like I'm missing something important.


Male Human

Gameplay thread is open, will start tomorrow. Feel free to dot.


Male Human

Gameplay thread is open, will start once I know Corath is ready. Feel free to dot.


Male Human

Alright, this is open now. Before we start I'd like it if everyone gets a loose idea of what their character's location, status, etc. Are you in Thornkeep, or about to arrive? Have you met the other party members? Why are you in Thornkeep? Have you heard of the emerald spire? There are plenty of quests that your characters can find to lead them to the spire beyond just seeking wealth, glory, adventure etc.
Mannygoblin: slavery isn't legal in the river kingdoms, yes even for goblins (5th river freedom: slavery is an abomination). However, it is legal in Fort inevitable, so it's reasonable to assume that you escaped from there and came to Thornkeep.


Male Human

Alright, this is open now. Before we start I'd like it if everyone gets a loose idea of what their character's location, status, etc. Are you in Fort Inevitable, or about to arrive? Have you met the other party members? Why are you in the fort? Have you heard of the emerald spire? There are plenty of quests that your characters can find to lead them to the spire beyond just seeking wealth, glory, adventure etc.
Karist: The hellknights don't just randomly take people in as slaves, so it's far more likely that you'd be an indentured servant of some kind. Are you still in service to the hellknights or are you free? if you are free, how long have you been free?


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"For ages untold, a gemstone monolith has pierced the heart of the Echo Wood. Now, as civilization intrudes on the 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."
The Emerald Spire is a massive 16 floor "Superdungeon" that takes characters from 1st to 13th level. There are two towns which adventurers can use as a "home base" for this module. They are both small towns in the Echo Wood region of the River Kingdoms, about equidistant from the Emerald Spire, but the similarities just about end there.
Fort Inevitable is a LE walled town firmly in the grasp of three Hellknight orders with a combined force of over 60 troops. Even the River Freedoms do not apply here.
Thornkeep, like any other River Kingdoms town, is a CN "Wretched hive of scum and villainy." ruled by a Baron who becomes Baron by killing the previous one.
I am planning on running two groups through this behemoth of a module. One will operate out of Fort Inevitable (The "Law" party), while the other will operate out of Thornkeep (The "Chaos" party). These groups will co-exist, meaning that they can steal the other's kills, loot, etc., or even find and fight each other.
Character Creation: 20 point buy ability scores
Any Paizo Class, but you must use the unchained verson if there is one, except for monks, who may use either.
Any race of 15 RP or less.
Average gold for your class.
Law party members cannot be Chaotic, and vice versa.
Important thing for the Law party: Fort inevitable does not recognize the right of self-proclaimed adventurers to kill "villains" and seize their belongings. Adventuring groups operating out of Fort Inevitable not operating on official business for the Hellknights must purchase a letter of warrant for 50 gp a year, agree to turn over 30% of all goods, coins, and property they confiscate to the Hellknights' Citadel, and give reports on all actions taken.


So I was reading Xanthir Vang's statblock, and I noticed some things that didn't Make sense to me.
The speedy summons path ability is in the first tier list, but it says that you must be at least 3rd tier to select it. If you do have to be 3rd tier, then Xanthir has 3 3rd tier abilities and only one first, which makes no sense because then he would have to take a 3rd tier ability at 2nd tier. Also, the second part of this ability is rendered completely redundant by the arcane surge Archmage arcana, which is also ridiculously OP, even for mythic. Also, Xanthir has used 2 uses of mythic power to cast augmented mythic fly, but he could do the same thing with just one use of his mythic spellpower ability, which is, as far as I can tell, a better move all around.
Finally, I also noticed Arueshalae is listed as having +3d6 sneak attack, but level 6 of master spy has only +2d6, and I don't see any other source for that last die.


Male Human

This is the discussion thread, where we discuss stuff and have OOC (Out Of Character) discussions.


Male Human

Hi this is Sam here to GM our Wrath of the Righteous game.
Character creation rules:
Abilities: 30-point buy or roll 5d6 take highest 3
Gold: roll or take average gold for your class.
Books: all books in the PRD are legal, but nothing too OP like races of 20 or more RP.
You can and should read the player's guide, and MUST pick one of the traits there.
No other traits or hero points. You already have really good ability scores.
Jester and Nate have already rolled, Nate is a paladin and Jester is a wizard, so pick your class accordingly.