Count Haserton Lowis IV

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fatmanspencer wrote:

...

With that said, I gm something, and y'all play, and you gm something and the rest of us play?

That is the pretty much the deal.

Though I have found thou experience, that not all GMs have the mental fortitude to GM an entire AP
(raises hand, only reached the end of the first book of an AP once, I believe).
So that is why I picked a smaller and more manageable length of adventures for folks so everyone has a more manageable length of time as GM.
As being a GM can be a more a burden for some GMs then others in they might add more details and twists then what is present.


I don't have a 2e Market place setup, though you could start the 2e one using the 1e one as a template.
As I have zero interest in 2e, after reading the 2e playtest.

Just follow the KISS principle for CC rules to keep the munchkins out.
Like the only books allowed are the 2nd Ed CRB and APG only.


Aeshuura wrote:
I am running four games already and want to be a player for a bit. ^_^

Yep a Forever GM, if you want to play

Why don't you drop by the Bazaar.

The market place has only just started ....


1 person marked this as a favorite.
GuardYourPrivates wrote:
It is a shame to not see kobold on the proposed racial list. To allow tieflings and dhamphir a place but not the noblest of races. Shame indeed.

your right, I missed them since they are among the forgotten races, and they have some interesting racial options.

I'll put them in the list and update it in the errata section at the top.


Ironperenti wrote:

Based on the ability to hand over to another GM, I see the use of the single set of rules. Along with the options, what about further limits such as striking fighters from available classes? It would keep a GM from adding a bunch of stuff others may not want to add but would allow for tailoring down.

...

I just realized another benefit of the standardized CC rules,

it can allow for partially ready characters of your character concepts and get most of the basics in and ready, only needing to add levels and anything missing for the adventure they do into.


Looks like we have a 2E group starting to form.


It'll be up to the groups and the GMs on how to run them.

This is just the market place, helping to connect merchants with clients and standardising the currencies and exchange.


Violant wrote:

With the amount of campaigns I'm in right now, probably won't participate in this, sadly.

Also, isn't 2e built around not allowing the game-breaking interactions that munchkins so heavily rely on?

Anything made by man can be destroyed by man,

so no game system can ever be munchkin proof, only at best munchkin resistant, and butting limits in a resistant system means you really hurt the munchkin's broken builds.


TechnoDM wrote:

...

I don't understand limiting 2e to the first two hardcover books, since everything is online, and fellow GMs would understand if a GM is unclear on a concept, and would offer to help a fellow GM improve. I know with some other groups I'm in (majority face-to-face) discussions can ensue -- as long as everyone agrees to Rule 0.

there are many Reasons, following the KISS principle (Keep it Simple Silly), more books, more content, more complexity.

Even if everything is Online, the problem is there is information and content tracking that some can't keep track of or understand.
Furthermore the content limiting really limits the Munchkins from ruining games and making it not fun for the GMs, especially the new GMs.


You don't need any of the books another GM lists, you have to have your own list of what you offer.

As I didn't list Tower of the Last Baron on offer, since I know it is a module that requires a certain mindset to be in as a player, though I would enjoy it as a player.

---

I don't have any 2nd Ed books, though did buy the playtest, which turned me off from 2nd ed very quickly.

For PF 2e, it would be restricted to the first 2 Hardcover books, so 2nd Ed CRB and 2nd ed APG. It should follow the Background development method presented as it is logical to background development, instead of Point-buy.

The limit of the two books is for the KISS principle


A Bazaar (Market place) for Pathfinder 1E games has opened, all are welcome.
But you must pay the exchange fee to play.


Ironperenti wrote:

Based on the ability to hand over to another GM, I see the use of the single set of rules. Along with the options, what about further limits such as striking fighters from available classes? It would keep a GM from adding a bunch of stuff others may not want to add but would allow for tailoring down.

What's your thought on how the games work? Simultaneous or switching off?

Love the link to the older reference document. It's awesome how it is broken out by book.

If striking fighters is referring to fighters with the vital strike feat, they can't take it as vital strike is in Ultimate Combat, and not in the APG.

--------

I see a few errors in the CC or missing items of note from the CC rules,
I'll update it it later today.


Ironperenti wrote:

Based on the ability to hand over to another GM, I see the use of the single set of rules. Along with the options, what about further limits such as striking fighters from available classes? It would keep a GM from adding a bunch of stuff others may not want to add but would allow for tailoring down.

What's your thought on how the games work? Simultaneous or switching off?

Love the link to the older reference document. It's awesome how it is broken out by book.

I don't understand the question "what about further limits such as striking fighters from available classes?" could you re-phrase it. If it is for removal of a whole class, no. If it is in the CRB it is cleared to go. It is easier to restrict at the start and allow later, then to allow at the start and deny it later.

The initial intent was when a group is ready all the games are run in parallel, this ensures payment is given for playing as a player was the intention. Though if the group wants they can do hand-off and make it a form of Adventure path with a character or whole party rotating in and out, the standardize character creation rules does help out in a module rotation within the group, which I did not think of. The only troublesome option is the automatic bonus progression if one GM uses it and another not as it'll impact gear which can be an annoyance to change, so the group should decide before hand which setting for automatic bonus progression if doing a rotation of games with the same characters.

Yeah I figured it would be a good thing to refer to the older reference document since it is broken down by book, so a quicker and more accurate way to tell if it is within the allowed sources.


read the details in the project,

anyone who gives a shot at GMing, that is good enough to start being a GM and learning to be a better GM


Project Bazaar Launched.

Are all Veteran GMs for games in the Bazaar from this thread
Giant Halfling
KyleS
Ironperenti
Kittenmancer
Violant
rdknight
Mokmurian the Great


I'm offering to run

Hangmans-Noose
Revenge-of-the-Kobold-King (It's part of a Mini-AP)
Feast-of-Ravenmoor
Gallery-of-Evil


Project Bazaar: The Give and Take. A market place for GMs and Players

We have many who wish to be players including Forever GMs and not enough games,
and generally Forever GMs get screwed when applying for games as players.
But how to solve this issue, simple, Make more games and encourage GMing.

If you know a forever GM looking to be a player again, point them to this Bazaar.

Since this is a Bazaar (a Market Place), everyone will be paying the price of entry and the exchange.
Here Modules/Adventures and Characters are the currency of exchange in this Bazaar.
So EVERYONE has to RUN an adventure or Modules as GM to be able to play in ANY game in this market place.

Now how will it be setup, Each Player offers a choice of 3-5 modules (I've provided a list below for quick reference) and runs 1 of them.

Now for veteran GMs and Forever GMs, they can make a group and each one runs one of the Modules they offered and has the others in their game as Players.
This means a group of 3 GMs will have 3 games, each one being a GM in one and a player in 2, or even
5 GMs running 5 games, each one running 1 game as GM, and in the other 4 as a player.
Effectively the bigger the group of GMs together the more games they will immediately get in.
They'll use the Veteran and 4Ever GM character creation rules

GMs look at what other GMs are offering and ask if they have something they like on offer. If yes, it starts a group that others can join if they have offers they like, so offering more choice means better chances of getting into a bigger group with a bigger game play pay off. When the group feels they are big enough the players vote on the modules on offer from each GM, the GM offering can break the tie if there is one.

For those that have not GMed before, you'll have to offer a choice of 2-3 modules (I've provided a list below) and run one of them in a public open recruitment.
I recommend them use the New GM character creation rules to avoid complexity and many other issues.
A GM that joins your game has to let you into a game THEY RUN, either an old one or a new one for the new GM (this can be open recruitment using any CC rules).

Now some Character's or groups would like to continue after the module, but the GM is not feeling it, so All characters will follow the Character creation RULES to make a standard character currency with some choice flexibility for easy character transition to a new GM or adventure, kinda like PFS.
Now While it does not offer everything in the Pathfinder library, it is to follow the KISS principle (Keep it Simple Silly) while allowing access to some forgotten gems and content and also allow those trying to be a GM to have something to follow and NOT be overwhelmed from content and options.

System - Pathfinder 1e
Online sources Path Finder Reference Document by Book and Archives of Nethys

Veteran GM and Forever GM Character creation rules for their games:

Stats: 20-point Buy (No stat Below 8 both Post racial, no stat higher then 16 pre-racial.)

Traits: 3 (All those Available on the archive, 4th with drawback)

Source Books: CRB, APG, ARG (for racial traits and feats) + Ultimate Equipment and the "Blood of" Series, and "Champion of" Series of companion books.
Anything with Guns are Banned
Is 3PP or 3.5 material allowed: No Psionics/Occult and
D&D 3.5 ("Races of" Series, "Complete" Series, Fiendish Codex series and Frostburn) (3.5 Spells require GM clearing)

Archetypes: Limited to APG only

Classes allowed: CRB and APG only (Banned:Summoners) and ]Monster Classes
PrCs: CRB + APG, and * 3.5 "Complete" Series (Work with GM to update Complete PrC to PF, and keep an open record of it)

Races Allowed: Core + Assimar, Tiefling, Changeling, Dhampir, Suli and ]Monster Classes.
Racial Templates: Allowed, But White List Controlled, allowed up to 2 templates whose value does not exceed limit,
LA limits: LA +1 Level 3 or less, LA +2, level 4-6, LA +3, level 7+.
3.5 Templates may have it's LA reduced by 1, but will be a minimum of +1
If a Class and **Template combination are in opposition (Like a Half-Nymph Fighter) Reduce the LA by 1, and Min LA of +1
**Templates with a near even level of stats can't be reduced, ie Advanced, Half-Celestial and Half-fiend, though specific Half-fiends may qualify for reduction with certain classes **

Anything listed optional is controlled by GM running the game

Background Skills: YES

Elephant in the Room: OPTIONAL

Automatic Bonus Progression: OPTIONAL

Fractional Base Bonuses: OPTIONAL

Alignments: Non-Evil

Starting Level: ?

Starting Cash: ? Will be modified by Automatic Bonus Progression if used

Starting HP: First level Max then (1/2 die + 1 + Con) per level.
OR a System I've been working on that Fixes the Combat Slowdown at higher levels.

Fluff/Favor text: Add a backstory or as a group build the backstory of the characters working together.
To add depth I recommend adding at least one fear or character complex the character has.
Can also include some character relationship information with either NPCs or PCs

List of Templates (LA Value)
I'll post the 3.5 ones on request

Fey-Touched Creature (+0/+1)
Fiendish (+0/+1)
Celestial (+0/+1)
Draconic (+1) (3.5 version)
Half-FrostFolk (+1) (3.5 version)
Feral (+1) (3.5 version, will be modified)
Giant(+1)
Fey Creature (+1/+2)
Half-fiend (or specific Half-fiend) (+2/3)
Half-Celestial (+2)
Half-Minotaur (+2 -1) (3.5 version)
Half-Janni (+2 -1) (3.5 version)
Advanced (+2)
Half-Nymph (+2/3 -1) (3.5 version)
Half-Dragon (+3 -1) (3.5 version)

List of Monster Classes
Link to store
I'll extract the ones from a Beta version, if no official release
Evil outsiders listed will be redeemed, so some minor changes

Hill Giant
Satyr
Minotaur
Nymph
Huldra
Erinyes
Succubus / Incubus
Angel, Movanic Deva.

Recommended New GM Character creation rules for their games (Following the KISS principle here):

Stats: 20-point Buy (No stat Below 8 both Post racial, no stat higher then 16 pre-racial.)

Traits: 3 (All those Available on the archive)

Source Books: CRB, APG, ARG (for racial traits and feats) + Ultimate Equipment and the Blood of Series, and Champion of Series of companion books.
Anything with Guns are Banned
Is 3PP or 3.5 material allowed: NO, NONE OF IT

Archetypes: Limited to APG only

Classes allowed: CRB and APG only (Banned:Summoners)
PrCs: CRB + APG, and * 3.5 "Complete" Series (Work with GM to update Complete PrC to PF, and keep an open record of it)

Races Allowed: Core + Assimar, Tiefling, Changeling, Dhampir, Suli

Background Skills: YES

Elephant in the Room: NO

Automatic Bonus Progression: NO

Fractional Base Bonuses: NO

Alignments: Non-Evil

Starting Level: ?

Starting Cash: 1st level average or wealth by level

Starting HP: First level Max then (1/2 die + 1 + Con) per level.

Fluff/Favor text: Add a backstory or as a group build the backstory of the characters working together.
To add depth I recommend adding at least one fear or character complex the character has.
Can also include some character relationship information with either NPCs or PCs

-----------------------

For modules there are many of them and if your up for it, you could offer to run a AP instead of a module.

Modules List and Links:

GameMastery Modules

PF 1e Modules

PF 1e APs
Though there are also the 3 Original APs from 3.5 as well, like Shackled City

Adventure a Week Modules and Mini-APs

Official D&D 3.X Modules List
3.X modules store

Free Modules for the Newbies
Hollows-Last-Hope (part of Mini-AP)
Revenge-of-the-Kobold-King (part of Mini-AP)
Master-of-the-Fallen-Fortress
Risen-from-the-Sands

Not free, but a good starter for newbies
Gallows-of-Madness
Crypt-of-the-Everflame (part of Mini-AP)

To pay the entry fee into the Bazaar, you should list your offerings like I'll do below.


Project Bazaar will be Launching shortly, doing a few checks for clarity.

Though some folks might not like the exchange and shackles within


Random Roll: 1d100 ⇒ 54

Nothing to See here folks

The party can get to know more about each other and Selen Allistrand....

if everything is true about everyone, Grin


with the gathered food two batches of soup where able to be made with the small pot on the first and is not bad.


Hmm, let's see if we can increase the options;
perception+Survival checks, perception+Know(Nature)


Silvio:

There are stories of Noble men having affairs and mistresses and even doing the maids. But there are few cases the Maid and child stick around if the noble's wife is dead. But in one of those cases the only official heir died and the daughter of a maid took over. With rumour of it being an assassination from the illegitimate daughter of a maid.


Oh rght, since she mentioned something about nobility, a knowledge noblity check might poke a hole in the story.

Latte:

the story is possible as male nobility want male heirs, and power hungry paranoid children of nobles have been know to bump off those they see as a threat.
If she were a maid, why is she wearing an explorer's outfit, though it could be something she had on hand for an emergency escape.


GM:

??: 1d20 + 12 ⇒ (10) + 12 = 22

To check if they are lying or what there motive is, roll a sense Motive check.


Finally maintenance is done and clear


Azoth:

Can't know if it succeeds or not, until the opposing roll is done.
also you might not know if it succeeded or not.

Also, I think I'll need say 2 more stealth checks, as not all trees are the same.

and if going tree to tree like a ninja, give me say 2 acrobatic checks
at say DC: 25, as it includes jumping and balancing on places under 6 inches wide. Luckily I'm not including a few other things that raise the DC higher...

Luna give me 3 Perception checks


Perception (Luna): 1d20 + 9 ⇒ (2) + 9 = 11

Perception (Rodnas): 1d20 + 5 ⇒ (10) + 5 = 15

Perception (Azothas): 1d20 + 5 ⇒ (7) + 5 = 12

Rodnas:

You can make out that there is a woman at the camp fire.
And there is only one that you can see.

Luna:

You can tell a group of people are nearby, by the smell of refried beans, or someone having some halfling raddish dumplings.


The Group:

You all continue walking and sunset approaches.

You see a fire just up ahead

Roll Perception checks.....

Luna:

As discussed

You are camped out with a small fire going as the sunsets.
The place is ready for the night.

Roll Perception

Rolling it, would be 1d20+(Preception Skill's Total)


You got nothing on radar


after that, it easy to remove the illusions after giving them a hit.

a bit off on the timing, as some hits earlier would of removed a few orcs.
My bad, getting back into PBP combat checking....


re-roll will saves with a +4 bonus

noya, will save: 1d20 + 4 + 4 ⇒ (19) + 4 + 4 = 27

Good not dead from thinking she's dead...


The Orcs attack Swinging at Rodnas and Noya

attacks to Rodnas
Atk: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d14 + 4 ⇒ (10) + 4 = 14

Atk: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d14 + 4 ⇒ (12) + 4 = 16

attacks to Noya
Atk: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d14 + 4 ⇒ (7) + 4 = 11

Atk: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d14 + 4 ⇒ (2) + 4 = 6
---
crit: 1d20 + 1 ⇒ (16) + 1 = 17
Damage: 1d14 + 4 ⇒ (7) + 4 = 11

crit: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d14 + 4 ⇒ (13) + 4 = 17

Azoth, Rodnas:

These Orcs ain't real, they are illusions

Noya Will save


Will Saves for Everyone BUT Latte.

1d20 + WILL_Save


Latte losses the grip on her sword and almost throws it, but luckily just drops it.


reflex save to not throw your weapon, Latte.

First attack in the game and it is a critical fumble.....


2 hours into your adventure

The narrow path winds through the raking claws of the trees, now bereft of their leaves, which crunch loudly underfoot.
Up ahead, a fallen tree trunk blocks the path.
Suddenly a quatro of snarling humanoids leaps up from behind the log, all greenish, skin and fearsome tusks, bellowing vulgar challenges.

I use Party based Initative, makes things simplier and it makes PBP games run better and faster.

Init Orc: 1d20 + 0 ⇒ (12) + 0 = 12

Init Latte: 1d20 + 1 ⇒ (2) + 1 = 3
Init Rodnas: 1d20 + 2 ⇒ (4) + 2 = 6
Init Silvio: 1d20 + 2 ⇒ (16) + 2 = 18
Init Noya: 1d20 + 2 ⇒ (4) + 2 = 6
Init Azoth: 1d20 + 3 ⇒ (10) + 3 = 13

Party goes first


Looking at the map pieces you manage to put them in order and get the map.

Map 2 Crypt


Folks are surprised that the reclusive Azoth stepped up took the lantern and handed it to Latte.


azoth:

mayor hasn't given the Lantern yet,
but that is good.

and yes I know how you were referring to, or maybe not...
as there are two of them :P


You all get ready over the next few days and learn that some you know are also going to be out of town for a bit due to the count and some have left the same day you first met with the mayor.

Evil GM grin....

Both Seesha(s), Luna Woodkin, Hans Snowangel, and Daniel Frostborn have already left.
It also appears that two different Caravans with those you know will also be departing.

Hope folks don't mind the NPCs I added to town and to backstory.


Added Relations and new NPCs for Kassen:

Cielle Kiri
relation: Campaign ( Lady ) ( 5'9" age 24 )
History:
Rodnas meet Cielle doing a campaign he was helping on in Lastwall, and ran into her after Rodnas was badly injured.
He found out she was also from a Ritter rank family and managed to avoid an arranged marriage at the moment.
After the campaign she returned home for a while and not She's come to visit Kassen more frequently in a noble manner and for noble responibilities. She's had a hard time with most suiters due to having some fiendish traits and it can be hard on her.
Her Halo and claw like nails make most suiters confused and not seek a marriage with her.

Vona Snowfell
relation: Childhood friend + Campaign ( Tomboy ) ( 7'7" age 24 )
History:
Rodnas had a private combat tutor during his childhood and got to know Vona, his instructor's adopted daughter.
She generally was near his equal in combat and is the only other to wield a full blade in a fight.
She ran into him again while he was helping in Lastwall where he met Cielle.
After Rodnas and Cielle left she stayed in Lastwall a bit longer before returning to Kassen.
She spares with Rodnas once a week as so they don't get to rusty.
You know she is a bit sensitive about her height, strength and or tomboyish nature at times.
As you've heard her a few times wishs she was more like a normal woman.

* [/b]Sheesha Baker[/b]
Relation: childhood friend( Lady ) ( 6'0" age 18 )
History:
Azoth's known her since her childhood and she is one of his few friends. What they both have in common is abuse and bullies,
though She has it rougher since her parents aren't the best,
and she hasn't really be able to leave the nest due to financial reasons.
She enjoys Azoth's woodworking skill and that he understands some of her pain.
Her claw like nails are a sore spot for her as are a few patches of scaly skin.
She wishes she was more like a normal half-elf girl at times.

Sheesha Bowman
Relation: childhood ( Tomboy ) ( 6'2" age 19 )
History:
Azoth's known her since her childhood and she is one of his few friends. Like Azoth and the other Seesha is she was also bullied,
but she would not to take it laying down, she would either slip out of sight to lose them, or she fought back.
She uses a bow Azoth made for her so she can hunt in the woods and patrol it.
She has atleast made a small shack for her own home away from a trouble side of town.
She's not the brightest which is a sore spot for her, but her looks also attract trouble,
as she is a very attractive tiefling even though she is a tomboy. Also Azoth is also one of the very few guys she trusts and is friendly with
As one day while gathering materials around the age of 10, Azoth defended her, and she Defended him from an attack of goblins.

Luna Woodkin
Relation: big fan of his stories and music (Lady) ( 5'10" age 21)
History:
A recent arrival in Kassen, wanting a relaxing noght one night she went to the Seven Silvers and
she heard one of Silvio's stories she enjoyed his stories enough to research them and find truths.
She managed by chance to run into him again and talked with him about his stories and she managed to provide him
with some old interesting ones she researched which he used in a performance here and there.
She is also quite the attractive half-elf, though at times you swear she looks like a human.

Mina Fireborn
relation: childhood friend (Tomboy) (6'9" age 20)
History:
A childhood friend of Silvio, As he told stories even at a young age to his peers.
Mina was one that really enjoyed his stories and they helped her get through some rough times during her life.
As she was a target of bullying due to her being a tiefling with big horns like Noya's.
Though as she got older she also got stronger and bigger, she got bullied much less.
She's also become protective of those that are weak or get bullied. She does have an attractive figure,
but you know her height and muscularity are sore spots for her at times,
as you've heard her a few times wishes she was more like a normal human woman.
As Silvio and Mina had a bit of an adventure together at the age of 10 where while gathering in the forest
both got ambushed by some bandits looking at the both of you as product,
You both helped each other escape a bad scenario and managed to get back to Kassen, where the Kassen guard moved swiftly to root them out.

Daniel Frostborn
relation: Childhood friend + Co-worker ( he's 5'6" age 18)
History:
A childhood friend Latte gained while settling into Kassen, and became a co-worker later.
He helps Latte out in fixing some of her mistakes when Latte does paper work or research.
When it gets very cold out he tends to cover any works she needs to do outside as it does not seems to bother him likely due to his aasimar heritage.
You know he helps out at the orphange at times and helps with the orphanages paperwork when he has time.

Gabriel Justice
relation: Met a few times as he travels to and from Lastwall to deliver reports and messages.
Also takes his breaks from Duty to train with Sir Dramott or when Sir Dramott is away ( he's 5'9" age 19)
History:
Latte's ran into him a number of times and has helped with getting things for training new Paladin.
He's very devoted and cares for those that train under him, though he can be absent-minded at times.
One time when Latte joined a training exercise their was an unexpected threat that appeared and
He not only defended those under his care, but Latte as well, though you could sense he was a bit more focused on your defense.
You healed him up after the fight was over, and when he's in town you both tend to get together.
Even though many girls go after him as he is very attractive, he seems interested only in Latte.
could be because she's a cute short stack.

Hans Snowangel
relation: childhood ( 6'3" age: 17)
History:
Noya and Hans don't have the best relationship, as they tended to tease and fight each other since they knew each other.
Though over the past year or two he has tried to Help Noya out,
but his something still has them argue, though it is more peaceful now.
He's seen Noya work at the orphange and see she is a wonderful person,
but doesn't know how to properly act around her like his aasimar heritage doesn't like her.
Now he did help in saving her from 3 Kidnapping attempts and Noya knows he helped her with two of them.

Gabe Behlgren
relation: childhood (Honest, devoted) ( 8'7" age 17)
History:
Noya and Gabe know each other from childhood and Gabe has been a good friend as folks make fun of his poor intellect and being a bit clumsy,
which are sore spots for him, but Noya is ome of the few that never poked those sore spots.
In fact Noya defended him and reminded others they have things they don't like about themselves,
and in turn was mocked some herself by those same bullies.
As he got older he got much bigger and stronger so no one bullied him physically,
but instead try to trick him. If Noya is around,
she stops the trick and Gabe learns what to look out for.
He's seen Noya help at the orphange and has helped out there himself,
but more in the form of physical labour and doing repairs or making a new building.
While at the orphange he sometimes plays with the orphans.
Also because of how big he is, there are no beds or houses that he fits in right,
so he Sleeps in the stables like Noya, with his Aasimar heritage helping to
deal with the cold nights of fall, winter and spring.
He as also protected Noya from Kidnapping attempts.


Rodnas Render


Some GM Rolls:

Eye Trait: 3d3 ⇒ (1, 2, 2) = 5
hair Trait C: 3d2 ⇒ (1, 1, 1) = 3
hair Trait S: 3d3 ⇒ (3, 2, 1) = 6

face features: 3d3 ⇒ (1, 2, 3) = 6


Idea, GM rolling some hidden RL rolls

Nothing sneaky happening, carry on........


include what you say with the check for circumstance bonuses or penalties


that would be a diplomacy check


Latte:

there is more to the curse then marks that glow, it also seems to have a design from some old texts that hint at an emotionally response to the marked one from those that see the marks.
But something tells you there is more then just that, but it might be dangerous to look at the marks further.


Rodnas just fails to see the curse marks (which is good, as sometimes being too perceptive can be bad.....)

-----

Latte, you can roll a Know(History) at DC 18 to get a hint at what other effect the marks might have (as you don't have arcana or spellcraft ranks)

you can try a 2nd attempt using Know(Religion) but at DC 21.


GM RL dice rolls

Rodnas please roll a perception check and Will save


Latte just makes the save and doesn't really feel anything.....

or does she..... Evil GM Grin

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