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Matt Adams 259's page
1,097 posts (2,024 including aliases). No reviews. No lists. No wishlists. 13 aliases.
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Here's a character that I've been playing an a ATLA style campaign.
Ignus Sparkblade is an Ifrit Immolator Inquisitor, a blessed human descended from the goddess, Summer. He has deeply tanned skin, hair that shifts from bright yellow to deep orange seemingly at random, and sun gold eyes. When spending time in town, he prefers to wear short pants, sandals, and sleeveless shirts, sometimes forgoing the shirt entirely. However, when in the field of duty, he is never without his trusty leathers or well used scimitar.
As a youth, Ignus was well known for being opinionated and having a temper. He would frequently get into heated arguments with his peers and ignore authority when he felt that he was in the right. As he got older, he naturally toward service in the Church of Summer, one of the four gods that governed the natural seasons.
For several years, Ignus served the temple in his hometown of Oakwood and learned how to channel his fiery temperament into a burning weapon of justice. When bandits came to pillage the town, Ignus joined the guardsman and repelled the criminals with his flaming blade. He was quickly becoming a pillar of the community, but he could not stay there forever.
When the snow began to fall in the brutal heat of July, Ignus and the other church members consulted Summer's Shrine. A communal vision took them and showed the goddess Winter attempting to usurp control of the natural order from the others. Taking up the mantle of church champion, Ignus ventured from his familiar sanctuary to seek help and defeat the rogue deity.

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Our story starts in a tavern.
No, wait. That's not right.
Our story actually starts at my place of work. My wife sent me a text saying a friend is looking to start playing D&D and would like to know if I want to DM. Always up for a game, I said, "Of course. Do you have a time in mind?"
"How about when you get home?" she said.
"Yeah, sure. I'll come up with something on my way home." We were getting ready to close at this point, so I immediately start going through what kind of adventure I could come up with off the top of my head and what stats would be easy to either look up or make up. Since we have a new player, I decide that we need to start at first level and I know most of the early bestiary low level threats by heart.
So I get home and assist in character generation. We decide on playing PF1, and I'm going to take it slow. Core Rulebook only at this point in time. My wife is a gnome druid named Bree. The friend is a halfling rogue named Sera. Both are chaotic neutral, and neither care about alignment in the slightest. I bring in an NPC Fighter and a Sorcerer from the NPC Codex to round out the party. At this point, I'm going to use the character names to talk about the players.
Now, the campaign proper starts in a tavern. Nice and simple, right? The characters are relative strangers from a small town. They know each other by name and reputation, but they aren't really more than acquaintances at this point. Bringing them all together is a new help wanted poster. A traveling merchant had his caravan suffer a kobold attack and many of his goods were taken. The most prized of the stolen wares is a group of large, black stones. He is willing to pay the party 100gp each in return for stones.
"Eggs," interrupts Sera. "You said eggs that time not stones. Does that mean the merchant slipped up in the conversation too? Was he really transporting some kind of large animal eggs?"
Apparently, my narration skills have gotten rusty from only playing on PBP for a few years and in a fit of crossed wires I had told the party what they were actually going to retrieve instead of what they were only supposed to retrieve, and now it's time to roll with the punches. The players have decided that their quest giver can't really be trusted, and they start grilling him for information on what kind of eggs he we was transporting, the prices of the eggs, how long until they hatch, typical questions. They learn that the eggs are black dragon eggs. They are very valuable and were going to be sold in a black market in the closest city. The players at first think that maybe they should just take the eggs to sell themselves, but quickly realize that they don't have the right contacts, and will take the gold offered. Well, Sera does. Bree has decided that she wants one as a pet and starts making a checklist of things she would potentially need to make a baby dragon not want to eat her upon seeing her, I'm not giving her any help with that, by the way, her list is all her own guesswork.
The conversation with the merchant ends with them getting assistance from his personal guard for the raid on the kobold den and some weak poisons.
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I’m closing the thread to new applicants.
Rigel you can finish up Proton. I’ll look over everything the next couple of days. Look for the finished roster on Friday.
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On further research, it seems to have come from a supplement that I've never seen called Threat Report, but apparently it wasn't catalogued correctly on Hero Lab and shows up as core. Let me hunt it down, and I'll get back to you. If what you described is accurate, it shouldn't be a problem.
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You can absolutely reflavor Golarion specific stuff.
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I’ve started a new project of turning the original 151 pokemon into Monsters for use with The Pathfinder 1st edition. I’ve gotten Bulbasaur’s stats up and will start work on Ivysaur later today.
Here is a link to a word document if anyone is interested in looking at them for one of their home games. The Japanese names are in parentheses just in case you don’t want to use the not fantasy sounding at all Wnglish names.
[url]https://docs.google.com/document/d/1CeiAFZxnbtuh0ka6EtAAyEdHfC6yFcSSFAB4-wq 912w[/url]
I would appreciate comments, corrections, and critiques.

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In the cold lands of the Linnorm Kings, a quaint little village lays isolated among the away from the warring, barbaric lords. The locals call it Northlight, The last settlement before the Crown of the World. Its small size and distant location has protected it from constant plunder. But no longer. Darkness stirs in the wilds of the eternally ice ridden landscape. A presence as cold and unforgiving as the dead of winter itself looms on the horizon. This is the Plight of Northlight.
I’m looking to start a home brew campaign for the first edition of Pathfinder. I hope to get 4-5 players. You will begin the game as 1st level characters who have lived most, if not all, of their lives in Northlight, an isolated village in the Northern areas of Golarion. The campaign will focus on a the awakening of a powerful, wintery menace from the Crown of the World. Gameplay will hopefully go up to 18 at least. There are no plans for mythic characters.
Characters can pick from all of the Paizo hardcovers with splatbooks and third party subject to approval.
Stats will be on 4d6 take the highest 3 or 20pt buy if you roll badly.
Two traits, possible drawback for third trait
Equipment will be average for class.
I look for to seeing who is interested
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MMCJawa wrote: Definitely feels like they might be setting up Dany as the Mad Queen with her general attitudes in this episode.
I think calling Dany the Mad Queen is harsh. That title belongs to Cersei. That said, she certainly has a mean streak that could be used to make that comparison, and one of her advisors needs to get through to her that burn the dissidents is not always the best answer.
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Arrenopos wrote: "If that is your concern, then you should be more anxious than us about the Technic League." Coming from the android, that's saying a lot.
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It was Stan Lee.
Also, this movie was awesome. All of the characters were integrated well. None of the scenes felt like they were wasting time. Impressive, considering the runtime. Thanos got some much needed development to replace the deathboner he has in the comics. The Black Order while not as dynamic as their master were in no way wasted.
Excited for Part Two
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That looks like the Wyvaran art from Advanced Race Guide. Just what you were looking for.
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Male Greek
How would you like us to set up the area under the alias name where people usually put the ac, hp, saves and other stuff like that?
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Male Greek
Goldmyr here. Wind Master ready to roll.

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Here's my character so far. As I said, I've never played Mutants and Masterminds before, so I want to make sure I built the character right.
Zackary "Zephyr" Windborn
21 points
Attributes
Strength -1
Stamina 2
Agility 4
Dexterity 4
Fighting -2
Intellect 2
Awareness 2
Presence 2
Defenses
Dodge +2
Fortitude +0
Parry +4
Toughness +0
Will +4
Skills
Acrobatics 8
Deception 6
Insight 4
Perception 4
Persuasion 4
Ranged Combat: Wind 4
Sleight of Hand 6
Stealth 6
Powers
Air Control (Element Control 7)
Flight (Flight 7)
Air Blast (Blast 7)
Wind Barrier (Protection-Sustained-Area-Cylinder 7)
Complications-Thrills(Motivation) and Impulsive
Zackary Agnes is a young man of Greek descent. He grew up listening to the old myths of the legends of his homeland. He wants to be part of the next generation of heroes and looks forward to the day he becomes experienced enough to fight the forces of evil. However, he is impulsive and lets his love of action and dreams of adventure influence his decision.

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I finished a rough draft of the first theme. I have decided to make four for the AP. Cultist, Investigator, Sensitive, and Mutated.
Cultist Theme (Cha)
When you awake from your deep sleep and find yourself in an unfamiliar location, you are as confused as everyone else. However, you are quick to recognize certain supernatural aspects of the ship around you and the denizens that prowl its corridors, almost as if they were once the subjects of your own curiosity and study.
Theme Knowledge (1st)
You have some kind of connection to the dark horrors that come from the Dark Tapestry. You gain a +1 Insight Bonus to Life Science and Mysticism to identify aberrations and creatures and items associated with the Dark Tapestry.
Dark Insight (6th)
You can occasionally call upon the dark powers of deep space to aid you in a pinch. Once per day, you can spend 10 minutes in meditation to gain a +4 insight bonus to any mysticism skill check or skill check to gain information or answer a question. If you spend 2d4 hours on the check, you may automatically succeed on it.
Obtuse Mind (12th)
Your constant interaction with the dark horrors that lurk on the edge of the galaxy has strengthened your mind to better withstand attacks to your sanity and independence. You get a +2 Enhancement Bonus to all of your Will saves.
Dark Slayer (18th)
You are emboldened when you overcome powerful horror of the Dominion of the Black. Once per day, whenever you are defeat an aberration with a challenge rating of at least your level, you gain 1 Resolve Point. You may gain a second Resolve Point by defeating an aberration with a challenge rating of at least your level plus 3. It does not have to be the same aberration that you defeated to gain the first Resolve Point.

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According to legend, the multiverse was brought into being from the ever-shifting mass of form that is Limbo. It is still connected to everything. Land, people, magic, even the material of souls is comprised of intricately woven tendrils of the Great Material. That same legend also states that at the end of everything, Limbo will absorb all of its material back into itself so that the multiverse can be created anew.
However, there is a group of people who have come to believe that this version of the multiverse is a failed symphony of concepts that should be aborted. They seek to unravel the Great Material that holds the everything together, and in the process, create a new and perfect everything. They call themselves the Cult of Unwinding.
Become part of a group of heroes that battles all manner of threats across the multiverse to uncover and stop the Cult of Winding from carrying out the premature death of everything.
This is a homebrew game that I’ve been working on for a while. I hope the blurb gets at least some people interested. I’m looking for a group of four or five to run through this high fantasy adventure. You will be challenged by an assortment of threats though most will be of the Chaotic, and or Evil, variety. The adventure will start at level one, and if it reaches its grand finale, will end at 20/10.
Here are the character creation rules.
-Roll 5d6 and drop the 2 lowest for your stats. If on the off chance that you don’t roll well or otherwise don’t like your stats, you can default to a 25pt buy.
-All of Paizo races are available as are all of Paizo’s classes.
-All alignments are allowed, but any evil character must be of the “play nice” variety. You’re trying to have your life erased from existence after all.
-2 traits; No campaign traits.
-I’m going to use the background skills system
-Max starting wealth for your class
I hope for a good number of applicants who are excited and ready to play.
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Stonelord Paladin. It's dwarf only, but basically rebuilda the paladin from the ground up. It even replaces smite (and maybe detect) evil.
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Familiar Folio archetypes are allowed.
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A month actually sounds decent. I'll shoot you all an update in the pms sometime in late July to let you know if I can continue.
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I'm guessing the Inhuman movie is having trouble on a script level. Because writing for black bolt is probably a pain. Not only is he functionally mute, but he's got one of the most OP powers in the entire MU.
Also, does anyone else find it ironic how people have a problem with Daisy's drastic rise in competence (not that that's not a valid critique) on a website of a game where people go from peasant to demigod in a matter of months?
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But having a few options to cover your weakness is never a bad thing, either.
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I can just imagine the state the site will be in if the mods are going to be gone for a whole three day weekend.
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I'm at 16 years myself. Totally get what you mean.
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Okay. Accepted applicants are...
Rogar Hammersmith, the Foe hammer
Doctor Mystiel Sange, the Tech slinger
Rhea Stardust of Brightbeard
Kaziya Hellfallen, the Rogue
Ruza Furskin the Mesmerist
I couldn't bring myself to cut the list down to four, so I'll run it with 5 and up the difficulty a little bit.
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Check out this thread.
It's a little bit older, but it should give you some ideas.
If you find that you're not using your swift actions, take Arcane Strike. It's basically what you'll need instead of power attack because you can't take the loss to hit. But if you're transmuting into things with a lot of natural attacks, you can still get respectable damage numbers while making up for your lack of iteratives.
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That was a great premiere.
I'm personally thinking that
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As another reason on why the Star Wars Prequels are good: the music. They are John Williams at his finest. There is rarely a better opening scene than Anakin and Obi Wan's flight scene in Revenge of the Sith. Also Duel of the Fates.
The Last Samurai
Why it's bad; It's pretty much a reflavoring of Dances with Wolves and doesn't bring much new to the table.
Why it's good: The film has great scenery and costume. The fights are well done, and it's entertaining in the small scenes as well.
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I love how expansive the material is for it. I like the crunchy rulebooks, I like the flavor focused splat books. I like the superb adventures published for pathfinder.
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Hama wrote: Misroi wrote: Goldmyr wrote: Would a nuke kill MCU Hulk? I'm inclined to say no on that one. And then there's the radiation aftermath to make him even stronger. Wait, doesn't MCU Hulk have a different backstory from "too close to a nuclear bomb?" Genetic testing or something? Or is that the Abomination? No it was research into gamma rays. They thought they could unlock the potential of the super soldier serum that ran through Cap's veins. Not exactly stellar success. That's the same kind of radiation that comic Hulk was created with (via Gamma Bomb).
I'm not saying that Hulk will start holding the world together with his bare hands, just that trying to kill him with a nuclear weapon is like trying to nuke Godzilla.
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Would a nuke kill MCU Hulk? I'm inclined to say no on that one. And then there's the radiation aftermath to make him even stronger.
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Chengar Qordath wrote: Seranov wrote: Arachnofiend wrote: I blame Tolkien for the constant claims of cheese at martial tools. Imagine if people's impression of what a non-caster should be able to do in a fantasy setting wasn't Boromir and instead was Beowulf. I don't blame Tolkien, I blame the people who think Tolkien is the only fantasy that matters.
He was a pretty cool guy, though. I bet he'd have played a Paladin in D&D if he'd been able to. Exactly this. Vanilla ice cream is a perfectly good flavor, and one I'm rather fond of at times. I'd still be very annoyed if somebody said that vanilla was the One True Flavor of ice cream, and liking anything else was just wrong. One Flavor to rule them all. One Flavor to find them.
One Flavor to bring them all and in the darkness bind them.
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The SACG has fallen. I repeat the Society Adventure Card Guild has fallen.
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Inside a plane-spanning antimagic field.
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The first day of the journey to Churlwood is rather uneventful. As the sun sets, you legs begin to feel weary. Do you guys want to make camp or continue on. It's a DC 12 Fort save to keep marching.
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I believe the WBL Table is more what you'd call guidelines than actual rules.
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This will be a homebrew campaign set in the town of Sandpoint, Varisia that starts just before the Swallowtail Festival that kicks off Rise of the Runelords. The campaign may lead to a revised version of the AP, but I'm not sure yet.
-I'm looking for 6 characters.
-First level
-20 point buy
-2 Traits
-All official Paizo material is allowed. It doesn't have to be allowed in PFS.
-No Occult playtest characters.
-May or may not go mythic. Definitely up in the air and up to if the players want to go there or not.
The campaign will start with the players tracking down Jubrayl Vhiski and attempting to bring him to the Sandpoint sheriff for imprisonment and probably the gallows. Information gathering and stealth will be useful skills. Enemies and other challenges will be varied.
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wraithstrike wrote: Why do options need to tell the history of the world? Agreed. And every world of pathfinder is going to be different. You can't have open ended content explain the homebrew worlds.
I personally came over to pathfinder to continue to expand my third edition. There will never be enough released books for my taste. Yes, I can make most concepts from older material, but the newer material inspires the imagination. Which is far more important than game balance to me.
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I like the idea of playing as Ajani Goldmane from the MTG Universe of Lion-O from Thundercats.
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Male Dwarf Barbarian 3 | HP 31/42 | Init +1 | Perc +7 | AC 16, Touch 11, Flat-Footed 15 | Fort +6, Ref +1, Will +2 | CMD 16
Yeah. I'm at -9.
I should be fine for the day.
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I enjoy reading them. I bought the hardcover Rise of the Runelords book just to read on a road trip.
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Cheapy wrote: Succubus. Because succubus. Also, anything with tentacles.
Seriously though, don't use anything above large if you want to give your players a fair shot of winning a grapple. CMB/CMD is really hard to use against monsters bigger than you.
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How about a Frost Giant riding a Dire Tyrannosaurus Rex? Take levels in Cavalier. Talk the GM into letting the Dire Tyrannosaurus be your animal companion to make up for the loss of class levels and the Dire Tyrannosaurus improves as your Cavalier gains levels. You know, get the 2HD normal ACs get at first level as bonus hit dice and just follow the normal progression from there.
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I like intrigue and deception, and I can run it pretty well. I'm fairly good subversion. Making the Moonlight King and some of his minions be townsfolk will certainly happen. I just don't think he needs disguise points to do that. The party hasn't seen his humanoid face. His hybrid form's face won't help the party find him because it's too elongated and furry. But I do think he needs a Bluff skill.
And imagine the party's face if a little girl in ripped clothes and blood transformed into a werewolf and struck.
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