Dr Lucky

Charlie Dunn's page

Organized Play Member. 14 posts. No reviews. No lists. No wishlists. 1 Organized Play character.


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Shanwolf wrote:
the only thing that sort of drove me away from this game is the fact that fantasy grounds charges. with a free table top software, I think you'll get a bigger stream of interested players.

I really did review alot of other virtual table tops including maptool (free), d20pro ($10 pay), gametable (free), etc. Fantasy grounds really seemed to be the best option that provided the closest table top feel, which was really important to me. Other software handles some things better than FG, like mapping. But the virtual dice, the finished feel of the interface and the radial menus in place of standard VB menu scripts really make a difference.

This is a onetime investment of $23.95 for a player's license which allows you to join any Fantasy Grounds game. That's the cost of one book. I highly encourage anyone to download the demo version at http://fantasygrounds.com and play around with it. The system is highly modular and has a tremendous user community creating free content for it, including making rulesets for just about any game system, useful extensions to expand functionality and support for maps and tokens.

But most of all, so you can join my game :D


Bump :D

OK guys, the party is 2nd level now and just about to start level 2 of the dungeon. We have a cavalier, an oracle and a rogue. Everyone is getting sorcerer spell casting for free and things are getting rolling.

Surely there are some Pathfinder players who have trouble getting to a regular game! playing online with Fantasy Grounds and Skype is as close to a real game as you can get without VR equipment! We've got a young Prussian empire, insurrection and revolution, power and corruption; what else can I say to get a few more players?

Join now!


Ok, guys. I am setting aside the homebrew campaign setting I have run for the past 7 years or so and am starting from scratch. We play with Fantasy Grounds 2 and skype. My new game setting is a little more contemporary, a fantasy epic set in an alternate Prussian Empire, so here is a synopsis:

Earth: 1327 wrote:
It has been over a century since the apocalypse. The ensuing Armageddon has subsided and a new peace marches across the land with the establishment of new empires. This peace would not be possible without the beloved help of our new gods. They came to our troubled world and, in exchange only for our devotion, quelled the upheaval of the world. True, there is much chaos still thriving in the land. Beasts never before seen or seen only the the tomes of legend still walk. Wizards arise trying to master the forces of magic that now flood the aether. And the other side can still be glimpsed in lands not yet tamed by the gods' wills. But now this world offers us hope for salvation and a greater promise of the future. So sayeth the gods.

The Earth existed along side other worlds in parallel dimensions. While this world was free of true monsters, magic and careless divine intervention, the nearest parallel world was much different. That world was ruled by petty gods who unleashed floods of power in a vain attempt to prove to each other who was greater. The human followers worshipped them and were consumed by constant holy wars. The creations of the gods worshipped them and were consumed in holy wars. The excess power corrupted the land to create monstrous abominations and pervert otherwise good creations into twisted evil versions of themselves. No where in this world did any government last beyond a generation, when the powerful men who forged it died. No where did something beautiful created by one god go unmolested by the jealousy of another god. And so the world was filled with misery.

Finally, the veil between their world and Earth did weaken and began to allow things to travel from one to the other. And with one final holy war did the bonds between world snap. Lakes, rivers and mountains merged between worlds transforming the land. Whole nations of monsters were dumped into the peaceful countrysides of nations used to war only with distant foes. And some good creatures seeking refuge from a world of terror are met with fear and hatred. The gods from the other side looked at last upon the relative uptopia of earth, with its nations that have stood for hundreds or even thousands of years. They looked at astounding cathedrals and monuments to gods that they could not see. They looked at the bounty of humanity in numbers that were beyond imagination. And they grew covetous.

The gods crept though the veil and spoke to the leaders of the world. They show them the source of the apocalypse and promised that if the old gods were abandoned and that these new gods would be worshipped in their stead that they would halt the chaos, seal up the breach and bring peace once again to the land. Some kings agreed readily. Others were not convinced and still loved the gods of their forefathers. To seal the deal, the new gods offered a way for the kings of the world to ensure their place in a world that had already seen kingdoms fall. The gods would give a blessing of holy power to each of their bloodlines. They would be masters of magic, able to be gods among men. They would pass this power down through their heirs and hold, for all time, their thrones.

The kingdoms of mankind agreed and so began to spread power and stability through the world. One thing the gods had underestimated, however, was the power of noble infidelity. After generations have passed this holy power can now turn up in the oddest of places.

Still, through the effort of will, the gods do keep the breach closed... for the most part. And this will continue so long as it remains in their best interests... hopefully.

This game begins at first level and involves a dungeon. This dungeon should carry the party at least to fifth level (or until the party gets bored with it). Then it goes freeform from there with the party growing to either become vassals of the Prussian empire or striking off to forge their own kingdom.

Each PC will be a bastard of noble lineage and receive sorcerer spellcasting for free (with certain limitations). Pathfinder core plus other classes are negotiable.

We play every other saturday around 2:30pm central time or whenever convenient. We use skype along with Fantasy Grounds, so you can't be timid. We are all older players, so kids need not apply. This is about 50% hack 'n' slash and 50% Role playing, usually but expect the dungeon to be combat focused. The game is in session but its possible to jump in. I have three strong players already but can use two more dependable players.

Reply below with questions or interest. Thanks, and good gaming.


Well, I'm marking my calendar for next year so I really need to know what I did wrong or could have done better. Thanks for doing this, both to Clark and Sean. We learn more from failure and critique than success (thats what I keep telling myself).

Here's to this years qualifiers! *Glug*

The Searcher's Song
Aura moderate transmutaton; CL 7
Slot eyes; Price 42,000gp; Weight 1lb.

Description
The black lenses of these goggles are opaque and glistening sparkles of quartz reflect the light. On both sides of the goggles, half a dozen small brass horns sweep back like small wings, framing the wearer's head. Wearing the goggles make it impossible to see normally, however when the harmonic powers of sound are properly applied, the wearer can see the reflections that those sounds make. With a perform skill check (DC10, a free action to maintain) using any audible perform skills, such as singing or playing an instrument, the wielder benefits from echolocation based blindsight. It does not allow the user to see ethereally, or across any planar thresholds. The user may also make sight based perception checks using his perform skill. Any effects that interferes with sonics like silence, a bard's countersong, vacuum environments, etc. essentially blinds the user.

Construction
Requirements Craft Wondrous Item, sculpt sound, Cost 21,000gp


Wait... Are they posted Monday or Tuesday? I thought it was supposed to be Tuesday the 19th at 2:00pm?


Vic Wertz wrote:


We do have open calls for Pathfinder Society Scenarios—those generally have about 18 to 20 pages of content; since we do 28 of those each year, there are a lot of opportunities there.

Ah, I misspoke then. This is what I was referring to. I just set up my society info and have found a gaming shop in the area that participates (only once a month though) and will hopefully start gathering a new group for Society play (I currently just play online via Fantasy Grounds and Skype). And, of course, I will try to write for the Society and submit something as well. Wishes and promises...


Yeah, I just DL'd the Revenge of the Kobold King for this very purpose. I tell you, even with just a 15 page adventure, its impressive the level of quality and detail that Paizo expects and produces in its products. Even if I don't make it as a Superstar, I intend on putting together a submission for the open call. 32 pages... oh my. Kudos to those authors that manage to do this on a regular basis.


Speaking as a resident Texan, Such a thing would be symbolic indeed. However I would appreciate the gesture. I'm truly satisfied with the Pathfinder PDF that the 32 receive. If I would like to see anything more it would be a PDF of Mr. Spicer's module so we could see what a winning final product looks like. Otherwise I have to wait until I can scrape the cash together to buy it. Cheers!


This is one that I didn't think was terrible, but it wasn't awesome either. I tend to make subtle utility items rather than Uber gear. I rejected it due to lack of Uber. It doesn't replace a rogue, but it does replicate a Paladin's trapfinding skills.

Sacrificial Lamb

Spoiler:
Aura faint evocation, conjuration and necromancy; CL 3
Slot-; Price 6000gp; Weight 1 lb.
Description
This adamantine ball about the size of an apple is covered with a mosaic pattern of holes which glow with a fierce light when activated. When inert it is dark and something rattles inside. Upon activation the orb floats about with a speed of 20 and radiates light as a torch. It also buzzes in a happy little sing song a little louder than a whisper. It responds to simple verbal commands and flies wherever it is directed to. It can exert up to 20 lbs of force. Should it go farther than 60 feet from the user or lose line of effect, it deactivates and drops to the ground. In addition to light, it also radiates as a medium life form, all alignments and all races to detect spells and similar divination. This might activate glyphs, wards and spells like alarm. It has a hardness of 20 and 10 hit points. It is diminutive with an AC of 13. Activating it is a standard action and it is deactivated by grabbing it out of the air, a move action. It functions for thirty minutes per day, which not need be consecutive.
Construction
Requirements Craft Wondrous Item, false life, unseen servant, light; Cost 3000gp


varianor wrote:
A note on "equipment bonus". That descriptor, along with "alchemical bonus", appeared IIRC in Arms and Equipment Guide, a 3.0 publication. It isn't in Pathfinder. However, it's very common to see it used.

It is indeed a 3.0 bonus type, I still play a lot of D20 Modern so it creeped in. The final edit was to scrap it, not to fix it.

Thanks for the inputs BTW. It just confirms what I thought was wrong with it. My entry was far more original, and keep worthy (I think).


I am a D&D orphan so this is the first year I'd been around the Paizo contest. When I heard about the contest and read the official rules I rattled off this entry. Once done, I then researched that which came before me to see how it stacked up and to my horror found that it was a "spell in a can" item that was so reviled and contained background elements (since edited out). I liked my idea that these would be passed down from master to apprentice, with each one adding a new feature of utility to the item. Alas, I did not feel that the concept was strong enough to blow my first attempt on an uphill try. Also the fact that it could be used as a weapon and had similarities to some rods blurred the Wondrous item appellation.

Thanks

Spoiler:
Masters Umbrella
Aura Moderate abjuration, evocation and transmutation magic; CL 7th
Slot -; Price 29,000gp; Weight 2lb.
Description
This umbrella is as long as a walking cane. It has a curved handle made of bone, mithril ribbing and a fine leather canopy. It acts as a simple club dealing 1d6 points of bludgeoning damage and is enchanted as a +1 magical weapon. Its handle can be used to make trip attacks. It serves to protect from weather effects and, when opened and used in one hand, grants a +2 equipment bonus to concentration checks to cast spells in foul weather. In addition these umbrellas often have numerous enchantments placed upon them by the wizards who create them. This entry describes a typical specimen. Unless otherwise stated, opening and activating an ability is a standard action and deactivating is a move action.

The following effects can each be used once per day
Tiny hut, cast when the umbrella is opened and hung in midair
Hypnotic pattern, cast when the umbrella is opened and spun in the direction of the target(s)
Feather fall will activate and the umbrella will open automatically as long as it is held and the wielder falls from any height
Globe of invulnerability, lesser cast when the umbrella is opened and hung in midair

The following effects have no limit to the number of times they can be used
Light, emanates from the metal tip
Mending, both on the umbrella itself and when the tip is tapped on an object
Arcane mark, when the tip is pressed into a surface like a firebrand

Construction
Requirements Craft Magic Arms and Armor, Craft Wondrous Item, tiny hut, hypnotic pattern, feather fall, globe of invulnerability, lesser, light, mending, arcane mark; Cost 14500gp


Sean K Reynolds wrote:

Being a good designer does not necessarily mean you're a good editor. ;)

Ooh, so true.


Zurai wrote:

The reason for the IP clause is so that Paizo doesn't get in trouble if they end up making an item that is coincidentally similar to an item submitted to RPG Superstar. It isn't so that they can publish the lot of 'em. They've said there are no plans to publish a book of Superstar contest entry items, and I have to think the logistics of doing such a thing would be hideous (every single item would need editing to some degree, and instead of working with a dozen or so contractors, they'd be working with one contractor per item ... email hell!).

Well certainly, and such clauses have become standard. Gone are the days that you get your stuff back with a SASE. However, considering the fanbase, it might prove useful to reconsider the issue since we all want to see our work in print. And Paizo can ask the three runners up to edit the book. It would serve to develop the community, have little overhead if its a volunteer effort and a PDF sale, and promote the next Superstar contest.


I wonder, since all entries become the property of Paizo (The price of trying to get published and bragging rights) will they get published in some anthology? Would people buy such a book, either in pulp or PDF? I think they should, as long as they are divided into "rules legal" and "don't do this" sections.

Discuss... Do you want your entry published?