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Organized Play Member. 971 posts (4,177 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 14 aliases.




I've run a lot of different games and am hoping to try out Pathfinder 2e for a longer adventure series (10-12 sessions). However, I'm trying to either collect or identify PF2e-specific resources for a number of different things and...not being very successful. Hopefully the forums can help!

Map Sizing
What are the ranges for a 'good' battle map size? Or even the considerations to take into mind? I'd assume the map size changes as characters level up and get access to more movement abilities. However, where would I look for any recommendations about that? Without 'trying it first,' how do I know if a battlemap that's 60' by 60' is okay or too big or too small? In what kind of situations does the map need to be significantly bigger or smaller (i.e. all melee characters so aim on smaller side of map size, etc)?

Secondary Objectives
The Gamemaster's guide has a brief section on secondary objectives. I'm coming from a GMing background with systems that don't usually have 'kill all foes' as the combat objective. What existing Adventure Paths, modules, third-party compilations, or homebrew compilations exist that show off examples of secondary objectives in use? Are there any solid recommendations for how long of a turn limit is too long or too short? I'd like to have an idea of whether (for example) a battle where PCs need to hold a hill for 8 rounds is going to drag or battling for control of 4 zones, 20' apart, for 6 rounds is too many zones, too close together, or for too many rounds before attempting to run it.

Average Turns per Encounter
Any resources or suggestions on how long a fight can be expected to last? I've heard 3-5 rounds before, presumably that's for an average 4-person fight against APL. How much (ish) does that change with 5 players or APL+1, etc? I know a lot of this is subjective since there are thousands of different PC configurations that can impact it, but I'm curious to know what the game's expected averages or general GM's experiences on those are.

Thank you in advance for any suggestions/recommendations/etc from experienced PF2e GMs!


(Feel free to dot this for campaign adding purposes while we get crew stuff setup)


Okay! Welcome everyone to your first (or in many cases) second ongoing game of Blades in the Dark. I'll link several Blades resources via the Campaign tab and I'll (eventually) get around to cutting up a few sections of the PDF to display for those who don't have the book.

For my own reference, could you please let me know if you do or do not own or otherwise have access to the current version?

Also, please begin working on putting together an alias for the game. If you have your character stored on an external server like Google Docs, please link to that page in your alias. Kiradia, Dreg, and Warforged already know a good format to use and I'll link to the format Warforged put together in the other game for the header information.

Finally, we have to start putting together our crew! I'll edit this post in a short period with some information regarding that.

Kiradia has helpfully put together the new 8.1 crew information here

As mentioned, please use this as the alias for your sheets:

WarforgedMan wrote:


Race - Playbook: Cutter | *ooc*Stress: 0/9*/ooc* | Trauma: None | *ooc*Level 1 Harm: None/None*/ooc* | Level 2 Harm: None/None | *ooc*Level 3 Harm: None*/ooc* | Coin: 0 | *ooc*Stash: 0*/ooc*


Dead branches crawl along bleak walls. A series of shadows scale and leap the wall, weaving through thick, overgrown hedgerows to the mansion. One kneels down and with a click, presses open the door and they file inside. Moving quietly up the stairs, a sudden scream sounds. At the top of the staircase is a maid with a torch in one hand, plainly surprised. Guards’ heavy footsteps can be heard running.

Welcome to Blades in the Dark, a game of intrigue, shadows and crime. Blades is a game where you play as ruthless thieves, cunning smugglers, or cold-hearted assassins in a place of near constant darkness. The city of Duskwall sits in a land of forever night hidden behind a screen of powerful lightning that holds back swarms of disquieted ghosts.

The heists you run will not be easy. You will succeed, but bad things will happen. Complications will arise. The ruffians and scoundrels you play will be battered physically and mentally. They will struggle to survive in gritty streets that offer no remorse.

I’d like to run a game with this game and setting. Possession of the book is not mandatory. Blades is based on a simple die mechanic and has a strong focus on narrative story-tellling where the trouble the characters takes the spotlight.

System: Blades in the Dark
Seeking: 4 players of any playbooks
Posting Rate: 1/day - Blades requires a lots of back and forth. I would like players who are okay with the game being moved along if they cannot post during a 24 hour period.
Duration: I’d like to run through a single heist and a single downtime primarily to test the ruleset. Extension past this is possible but will be up for discussion way down the line.

Rules and Setting Overview
Crewbooks

Other notes: When applying to this, don’t worry about the nitty gritty mechanics of your character. I am most interested in: your heritage, your friend, your rival, and your vice. Where are you from and who are you? What has led your character to their current life of crime?

Additionally, what are your top 3 choices (ranked as first, second, and third choice) for crew. The crew that is decided upon will determine the details of the first heist your gang of scoundrels goes on.
Due to the crew impacting the game in this way, it is hard to say exactly what kind of heists you will be running into and what kind of game we will be playing. We will hash out more of this after four players have been chosen.

I am giving preference to anyone who has applied over at Kadria’s game whom is not able to play in that game due to the limited spots.


Blades in the Dark recently came out with its (relatively) final version. I'd like to run a short game to get a handle on the mechanics and gameplay.

The kickstarter does a very good job selling the game. Blades is based loosely on the Apocalypse World system and focuses on a group of scoundrels conducting heists and crimes to create a powerful gang with territory and riches. It's a gritty setting with strong gothic and steampunk elements drawing heavily from games like Dishonored. Sneaking around, negotiating with ghosts, and getting into trouble are all expected.

The game focuses on the story and action with mechanics that support that focus. Players will frequently find themselves in troublesome situations, succeeding by the skin of their teeth. The fun is in how they survive and what trouble the get up to rather than focusing on whether they succeed or not (although success is by no means assured).

If there is enough interest, I would run a game consisting of a single heist, or job, as well as the following downtime period. This could expand to more if Blades turns out to be as addicting to run as it has been to read.

If you do not have the book, that is by no means a problem and is the assumed state of any players expressing interest/applying to the game. I plan on sharing the relevant details and the Blades website is supposed to have a Player Information area soon.

What I am looking for is:
Rate of Posting: 1/day. I know not everyone can manage daily postings all the time. I am looking for a rough average of that. If you do not post within 24 hours, I will make an effort to move the game along rather than wait. I would want players that are okay with this.

Tone: I'm aiming for a gritty-ish, gothic tone. There will be humor, but it will not be a comedic game. I'm hoping for something that feels like an Ocean's 11 or Lies of Locke Lamora job.


I am looking at recruiting a fifth player to the Long Vigil, an ongoing adventure about Knight of Ozem trainees in Lastwall. The game is heavy on roleplay with a lot of splitting up between party members (so far). Players struggle through the training regime at the Bonewatch, the headquarters of the Knights of Ozem, while dealing with antagonistic fellow recruits and getting dragged into dangerous secrets. This campaign makes use of multiple optional rules for Pathfinder from Ultimate Campaign including Contacts, Downtime rules, Fame & Prestige, Hero Points and eventually mass combat.

Posting Rate: I usually manage 1-3 posts a day. I am looking for players who can roughly equate that pace. This is more relaxed during roleplay on individual characters but enforced for combats.

# of Players One, possibly two
Types of Characters: Don't be fooled by the Knight in the Knight of Ozem title. I'm taking the idea of the faction and converting into more of an elite force of soldiers with dedicated ideals—but they take all kinds. Knights may use stealth, explosions, magic and other things in their fight against evil. Classes are fairly restricted, see below.
Due Date: None at the moment. This is a hesitant recruitment to see if anyone is interested in joining the game in progress.
Style of Play At the moment it is heavy roleplay. There are many 1 on 1 combats, but group combats are rare so far. The game has an over-arching plot, but players so far have only seen small pieces of it. Group combat will become much more common as trainees progress in their skills.

Character Creation:

Level: 1
Ability Scores 20 point buy but no stat may start higher than 18 after racial modifiers or below 8 after racial modifiers.
Races: Any Paizo, no custom races, no templates, no third-party.
Alignment: No evil.
Age Each character should be equivalent to age 15-16 in human years
Classes: All paizo published with the exception of master summoners, synthesists and 9th-level casters. Yes, this means no arcanist, cleric, druid, oracle, sorcerer, witch or wizard. Additionally Path of War is allowed.
Fame Characters do not start with any fame unless indicated in one of their traits.
Hero Points: We will be using them, everyone starts with one.
Traits: One of your choice plus a “campaign trait.” Please see below spoiler for campaign traits.
Third-party I am willing to consider various third-party feats, archetypes and classes. However, I must have access to the full text of the requested mechanic. We will be making use of Dreamscarred Press's Path of War.

Campaign traits:

As scrubs(first year recruits) starting in the middle of training, and not joining with the rest of the group from the start, you will have a hard time catching up. This means extra time spent studying. Finally, it also means you have some reason why you could not join the trainees at the start of the game.

Ambushed
As the child of a Knight of Ozem, you were expected to become a trainee at the Bonewatch when you came of age. The newest lot of scrubs was being accepted and your father himself, along with three fellow Knights, would be escorting you there! Somewhat. The caravan you were part of, leaving from Kassen in Nirmathas was taking a precious cargo north to Vigil.

What that cargo was, you had no idea. However, it seemed important enough when the caravan was ambushed by a swarm of lycanthropes out of the Fangwoods. The Knights all perished in the attack but drove the monsters off after they rampaged through the wagons. Your father lay dying, only able to tell you to bring word of the attack to Vigil. Oddly, he seemed pleased. It turned out the caravan was a feint, and it had succeeded. His death, and those of the others, would mean the real cargo would make it to Vigil. Unfortunately, the ambush delayed your arrival and you arrived too late to join the trainees—until a position opened up in Cohort One.
Benefit: Your experiences with ambushes leaves you on your toes. You gain a +2 trait bonus on initiative rolls.

Second Chances
Growing up in Vigil isn't easy. It stands on a constant verge of warfare, with skirmishes against lycanthropes, undead, demons and orcs. It is a fortress and a bastion for humanity in the world. However, Vigil also has its dark side. The soldiers require an oath to be sworn to own property, carry a weapon or make anything of yourself. A magical oath. Your parent/parents held pride in a unique freedom joining the small ranks of Oathless in the city. As Oathless they could not own land, trade or legally hold weapons but they did not have to live by the ideals, however good, the Lords of Vigil expected of their subjects. You held that freedom to a high degree as well, even if it meant going hungry more than once. You fell in with the wrong crowd, becoming a robber and a thief eventually being imprisoned. A robbery gone wrong after several Bonewatch trainees interrupted and beat you and your friends. One trainee, Eilidh Tilernos, a noble, saw pity on you and offered you an out. Her mother offered you an opportunity—become a Bonewatch scrub or join your friends in the salt mines. It wasn't much of a choice.
Benefit: You know the wrong kind of people. You start play with a contact as per Chapter 3 of the Ultimate Campaign. The details to this contact are up to you but they have a trust of 3 (reliable) and a risk of 2. Additionally, you treat Stealth and Sleight of Hand as class skills.

NOTE: This is based off of an event that occurred in the game already. While this character technically had a name/personality and appearance, that is easily “ret-conned” to allow for a fun interaction between a current character and a new player.

House Rules:

If your class has 2 + Int modifier skills increase your skill points to 4 + Int modifier.

Everyone starts with one bonus feat. This feat must be used to expand your character away from their primary focus. For example, if you pick Power Attack as your first level feat, do not choose Weapon Focus (Melee weapon) as your bonus feat but rather Point Blank Shot or Amateur Investigator. I want to see characters who are capable in multiple areas of the game both within and outside of combat.


Let's try this again, shall we.

I hadn't brought this up in the recruitment thread, but many/most people living in Vigil have something called a Shield-Mark. Its a Mark of Justice (spell) that forms a tattoo-like shield on the palm of the right hand. The mark is an oath of loyalty to support the crusade and its ideals and to treat citizens with fairness, honesty and respect. Individuals asking to be soldiers in Vigil must swear to serve the commanders and citizens and to temper justice with mercy. Anyone without a mark cannot own property or businesses in Vigil and cannot carry weapons.

As you'll see in the gameplay thread, having a mark is not required of all scrubs. You can decide if your character already has one or not.


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”I wish you no good luck and only wish you to find it within yourselves to push further than ever before. I leave you with the Trainers for explanation on what to expect.”

His introduction finished, the Commander walks off and four other Knights step forward from a cluster of ten individuals. They stand in a relaxed parade position, hands clasped behind their backs. None look friendly. Finally, a man with short, curly red hair speaks up. ”I am Trainer Fisk. Myself and Trainers Lucious, Luca and Cesilia will be teaching you scrubs how to fight. You may think you know how to fight now, but when we are finished with you you will know how to pick up nearly any weapon on the battlefield and use it. We are Knights of Ozem, not simple crusaders relying only on steel, plate and horse.” The man pauses, his glare settling over the first row, a scowl on his lips.

”As the Commander said, most of you will not pass. We're here to separate the chaff from the wheat. First, you will be separated into four cohorts of twenty each. Your initial training is a five-month process full of battle classes here in the Bonewatch, the Knights central training facility and barracks. You will take classes on magic and history at the Crusader War College and religion at the Cathedral of Sancta Iomedaea. We expect Knights to not only be skilled at arms, but wise and intelligent. Information can save your life when trying to uncover an undead infestation.”

Fisk takes a step back and nods to his left, toward a thin man with a drooping mustache of black peppered with grey. From Fisk's introduction, this would be Trainer Luca. Unlike Fisk's cold, booming boice, Luca's words are like gravel in your ears.
”After you are separated into cohorts, you will be randomly assigned a number. Those of you with special permissions will be allowed to select your number. This is your ranking in your cohort. Each month, the lowest two ranked members will be removed from training permanently and forbidden to try again. Each week, the cohort may battle one another to increase ranking. You may issue as many challenges as you wish each week. However, each fight must occur a mere thirty seconds after the previous fight. Additionally, you may only challenge another scrub who is one, two, or three places higher than yourself. If you lose a fight, you drop one rank and the winner takes your former rank.”

Luca steps back and allows the one female trainer, Cesilia, to step forward. She has a stern, lined face and a scar across the left-hand side of her lips.

”Those of you who have not taken the Shield-Oath may do so with Tribune Matheo.” She inclines her head behind you all. Those who dare to turn and look see a short, balding man with a clipboard, parchment, quill and a belt of spell components around his waist standing near the door. ”You are not required to take the first Shield-Oath until you complete training. Those who refuse to take the Shield-Oath may not carry weapons outside of the Bonewatch training arena. Now..” Cesilia steps back and the fourth trainer steps forward. He starts calling out names and pointing, indicating four groups to form. Each trainer eventually splits and moves to one group. Each of you find yourselves pointed toward Cohort One with Trainer Fisk approaching. He barely gives you enough time to arrange yourselves into loose lines before walking through the ranks, handing out random number assignments.

Natives of Lastwall:
Those of you who have grown up around the Knights recognize some of them, but not all. Long time citizens of Vigil recognize a few of the knights, namely Lukyan Durante, Victor Mosilde and Thaum Gauntwood. Sir Gauntwood is the commander of Castle Everstand, Sir Durante has no command but is known for his wandering heroics throughout Taldor, Lastwall and Mendev while Sir Mosilde comes from a noble family with strong ties to the Knights much like the Tilernos.

One is not a knight but rather Berdred Leredel with a pair of thick leather gloves from her forge. Berdred's Armory is one of the premiere armor shops in Vigil and makes many of the Knights of Ozem's weapons.

Four seem to be Knights that you do not know while the fifth is the Precentor Martial of Infantry, Isaias Obando.


I hadn't brought this up in the recruitment thread, but many/most people living in Vigil have something called a Shield-Mark. Its a Mark of Justice (spell) that forms a tattoo-like shield on the palm of the right hand. The mark is an oath of loyalty to support the crusade and its ideals and to treat citizens with fairness, honesty and respect. Individuals asking to be soldiers in Vigil must swear to serve the commanders and citizens and to temper justice with mercy. Anyone without a mark cannot own property or businesses in Vigil and cannot carry weapons.

As you'll see in the gameplay thread, having a mark is not required of all scrubs. You can decide if your character already has one or not.


The Long Vigil
The warriors of Vigil have been a beacon for good since the Shining Crusade. Standing against the orc hordes of Belkzen, undead swarms from Gallowspire and the demonic armies of the Worldwound, they are never short of threats to face and always in need of bodies for the fray. The elite Knights of Ozem look for only the most promising of Lastwall's recruits to take into their halls. Do you have what it takes?

”Scrubs. That is what you are, each and every one of you. Look around now at the sorry faces at your side. These are not your companions. These are not your compatriots, no, not yet. These are not even your fellow Knights. Each of you may have something special that got you this far—but you'll need a lot more to continue. Only forty of the eighty of you will make it into the Knights lowest ranks and begin training in earnest. Some of you will die. Some of you will leave. Others will get drummed out at the end of each month.”

Black hair frames the stern face looking out at you; the face belonging to man in gleaming silver armor, long red cloak hanging from his shoulders. Commader Andabar Cerban, leader of the Knights for the last eight years, is an imposing sight. His face is well-known throughout Lastwall as a man with a keen tactician's mind. He strides back and forth before the arrayed scrubs, meeting each eye in turn.
” We expect the best. The enemies of Lastwall are endless and many immortal. Zombie hordes, vampires hiding among your best friends and horrific creatures of the Abyss are simply some of the monsters you will face in our ranks. As the best of the best, you will be expected to walk into suicidal conditions and come out alive—or at least accomplish your mission with your last breath. This is not for the feint of heart. If you are here for glory or riches, you may as well leave now. You won't survive the coming trials. The rest of you...good luck. Try your hardest, show us your talents and skills. Show us the best you have and we will make you even better.”

Game Type This will be a heavy roleplay game focusing on academy/teaching-style play to start with. Pc's begin as 1st-level scrubs (low-level recruits) among the Knights of Ozem struggling to make it through their training regimes despite strict requirements, antagonistic fellow recruits and getting dragged into dangerous secrets. This campaign will make use of multiple optional rules systems for Pathfinder from Ultimate Campaign including Contacts, Downtime rules, Fame & Prestige, Hero Points and eventually mass-combat and Faction rules (Faction Guide/Pathfinder Society).

Posting Rate I am able to check Paizo's forums at least once a day, more so on days when I do not work or am working late shifts. I expect players to provide at least once a day posting. This will be lax for roleplay but enforced for combats. I will progress combats by one round each day and if a player hasn't posted actions for that period of time, I will pick something to keep momentum and the game moving.

# of Players 4-6
Types of Characters Don't be completely fooled by the Knights in the Knights of Ozem's title. I'm looking for characters with breadth of actions both in and out of combat focused on making interesting choices in combat rather than finishing combats quickly with a high DPR.

Due Date I will be selecting characters after a week on Monday, November 10th.

Character Creation:

Level: 1
Ability Scores 20 point buy but no stat may start higher than 18 after racial modifiers or below 8 after racial modifiers.
Races: Any Paizo, no custom races, no templates, no third-party.
Alignment: No evil.
Age Each character should be equivalent to age 15-16 in human years
Classes: All paizo published with the exception of master summoners, synthesists and 9th-level casters. Yes, this means no arcanist, cleric, druid, oracle, sorcerer, witch or wizard. Additionally Path of War is allowed.
Hero Points: We will be using them, everyone starts with one.
Traits: One of your choice plus a “campaign trait.” Please see below spoiler for campaign traits.
Special Note I am willing to consider various third-party feats, archetypes and classes. However, I must have access to the full text of the requested mechanic. So, if requesting a feat from a Green Ronin book, provide the exact text of that feat as part of your submission.

House Rules:

If your class has 2 + Int modifier skills increase your skill points to 4 + Int modifier.
Everyone starts with one bonus feat. This feat must be used to expand your character in more than one direction. For example, if you pick Power Attack as your first level feat, do not choose Weapon Focus (Melee weapon) as your bonus feat but rather Point Blank Shot or Skill Focus (Sense Motive). I want to see characters who are capable in multiple areas of the game both within and outside of combat.

Traits:

Child of the Crusade (Wrath of the Righteous Player's Guide)
Undead Crusader (People of the sands Player Companion)
Orphan (Inner Sea Primer)
Blessed (Ultimate Campaign)
Family, Field, and Fury (Human only) You are a member of the prestigious Tilernos family. The Tilernos have always had at least one family member, usually a daughter, in the Knights of Ozem. Your mother, Manon Tilernos, is the commander of Castle Firrine and a hero of Lastwall. Will you uphold a new standard as the next generation of Tilernos in the Knights?
Benefit You gain a +2 trait bonus on diplomacy checks in Lastwall due to your family name and Diplomacy is always a class skill. Additionally, you start with 3 Fame in Vigil and 2 Prestige Points. (http://www.d20pfsrd.com/gamemastering/other-rules/reputation-and-fame)

Indebted Your family has a significant problem. For whatever reason, they are deeply in debt. This debt is tied to a powerful banker in Vellumis named Isaak Bickings. The banker is not a kind or nice man. When he found out that you were joining the Knights of Ozem, he sent Eldred Moyer, his agent, to speak with you. He will imprison your parents unless you spy for him. There are many important sons and daughters among the trainees in the Knights of Ozem. You will keep your eyes open and, if asked, perform particular tasks for him. Eldred is a distant handler, but stays in town to keep contact between you and Bickings.
Benefit Stealth and Perception are class skills. Additionally, you gain Eldred Moyer as a contact with a trust of 3 and a minimum risk of 2. (http://www.d20pfsrd.com/basics-ability-scores/more-character-options/ultim ate-campaign---contacts)

Taldor Noble Golarion is filled with vast, evil threats facing civilization. The old stories of Taldor tell of chivalrous heroes and damsels in distress. As a child, these old tales inspired you. When you came of age, you planned to travel, intent on joining the ranks of a crusade somewhere—either against the Worldwound, the undead of Ustalav's southern reaches or the Hold of Belkzen's orc hordes. As a member of the old aristocracy, your family had some distaste for Lastwall due to it breaking from Taldor ages ago. However, a beloved family member encouraged you to go to Lastwall. They wanted you to represent the family as a gesture of good faith and, if possible, encourage better relations between the two nations.
Benefit You deal an extra 2 points of damage when using a falcata. Additionally, you start with 3 Fame and 2 Prestige Points.

Craftsman You have family members with a thriving business in Vigil or Vellumis. Growing up, you worked at the business and learned a thing or two about running one.
Benefit You gain a +1 bonus to either Appraise or Knowledge (Local) and this skill is always a class skill for you. Additionally, you earn an extra Goods, Influence or Labor (your choice) when earning capital. You do not need to pay for this extra capital.


Disclaimer: This game will be held on another website: Giants in the playground Unless I get more responses here than there. Last time I recruited for a 13th age game, I got a stronger response over there. Feel free to check out the (same recruiting as below) here

Quote:
The (Un)Fortunate Adventures of the Iron Wraiths

The tales of the Iron Wraiths are not yet famous. Their escapades on the Sellen River are not sung in taverns. The treasures of Tol-Azansk's Ancient Crypt in Old Ioboria would not be in Pathfinder hands without the Iron Wraiths...and yet, nary a Pathfinder knows the name. You and your three companions have been adventurers for two years. Two years of protecting caravans and taking odd jobs from the Pathfinders. You've seen the forests of Iobaria and sailed across the Lake of Mists and Veils to Mendev. And yet, no one knows your name. This can get frustrating when trying to earn a fortune adventuring.

However, a recent escapade has earned you a unique opportunity. You were assisting Dante Vasseri in cleaning out a reputed gnoll encampment that was causing trouble for a mine near Restov. However, it turned out the gnolls had a surprise--two war trolls. You saved the young Lord from certain death and put down one of the trolls, although the other escaped south--presumably out of Brevoy however. In return, you were lauded as heroes and brought before the Council of Swordlords.

The Council offered you a charter. They were asking you to explore and tame an area of the Stolen Lands specifically, the Glenebon Uplands. So you head out, hearts filled with excitement at this prospect and heads held high for being individually chose--finally recognized.

The Charter:

[IMG]http://cdn.obsidianportal.com/assets/99973/Charter.jpg[/IMG]

The OOC Details:

System: 13th Age
Player Count: 4
Style of Play: Exploration with a hint of roleplay and combat.
Allowed Content: Any published 13th Age material (i.e. the core rulebook). For this group, I will allow any of the Page XX classes and will consider homebrew races and classes.

Character Creation:

  • Backstory: You must have ties to one another and have seen several adventures together. Your party name is the Iron Wraiths.
  • Ability Scores: Normal point buy as in the CRB

Other Notes: This game follows a group of adventurers mentioned in the kingmaker adventure path. It Will contain minor spoilers for that AP. Additionally, this game comes with the following disclaimer [u]most of you will die.[/u] Yes, a Dm usually doesn't attract players with that claim but it is intended to happen at some point. You won't know when it is coming and it won't be entirely planned out. The party will be put up against strong encounters from time to time that will start to kill them off one by one until either none of you survive, or only one of you does. There is the possibility you all survive these encounters and discover more secrets than intended though! However, investigating some of those secrets could spell your doom.

In the original path, none of you survive. I am open to the possibility that through sheer luck and intuition some or all of you survive.


This is an interest check for a game I wanted to run with my IRL group but fell apart due to our regular fourth being unable to play. Since we have so many games going on at the moment, there isn't really the chance to start up a new one either.

I've modified the first three books of Kingmaker to use the 13th Age system. This would be a fairly heavily modified Kingmaker using many of the ideas in the Kingmaker campaign forum including several added on adventures within the core books. I'm looking to test the waters with the first book and then use the others if it looks like the game will work out.

What is 13th Age?
13th Age is a d20 system recently published by Pelegrane Press. It was developed by the lead designers of third edition (Jonathon Tweet) and fourth edition (Rob Heinsoo). It's a little rules-lighter than Pathfinder/4e but mixes many of the things I love about both systems. More information can be found Here

How many Players are you looking for?
Between 4 and 5

What will we be playing?
The first book of Kingmaker set in Golarion with a few modifications (Namely having a larger impact from nations outside of the one you form including Mivon, Galt, the various Brevic noble houses, Pitax and some of the other River Nations)

All characters will start out in the city of New Stetven with a common background--you've all been trained by Darien Avraham. Sir Darien is a low-level noble who's a far flung cousin to the Surtovas. He's taken to picking up "strays" and getting them set up in the premier university in New Stetven which is usually reserved only for the rich and/or nobility. Generally, I'm expecting most of, if not all, characters to be bastard sons and daughters of the nobility in Brevoy. You will have been recent graduates (flexibility here, could have graduated years ago, days ago or even still in the university) jointly referred to as Darien's Bastards (Obviously not an Adventuring Party name that should stick). This is, of course, not a rule as..see below.

How the heck does being the noble child of a human noble work with non-human races?
We can play up that you are an adopted child OR a half-human half-whatever child simply using the base race's statistics (for example, a half-human dwarf who for all apparent purposes seems like a dwarf). Darien isn't too picky though. Feel free to explain how a slightly disgraced, kindly old noble picked your [blank] to join the premier (usually human only!) university and fostered your admittance.

What's the gaming medium?
Play by post on this forum using Epic Words for additional information such as containing NPC background information and locale information. I find a compilation of this sort of thing helps both with character creation and keeping track of "who's who" when a game includes many NPCs.

What method is used for character creation?
28 standard point buy. For more information, see the old Epic Words site I created for the last go of this game here

I'm looking for characters built within the Golarion world who have interesting backstories. Since many people don't likely have the books, I'm willing to work with players to help create their characters. For more information on Backgrounds (skills in 13th age) look here and for how Icons will be used in Golarion see here

House Rules
Being as its a new system that I haven't played much yet, I'm holding back from house ruling anything.

Posting Frequency
So far the only play-by-post that I've participated in that hasn't perished is a 9-month (and ongoing) game that has frequent and regular posting. I'm not expecting anything like that game (it sees 4+ posts a day on a slow day, 10+ on faster ones) but am hoping to see an average of .75 posts per person a day. This means I'm hoping for at least one post every 1-2 days. I will generally check the thread twice a day. Once in the morning and once at night although this may change to once a day (nights) in the future.

What to Expect from the game (Combat/Roleplay/Etc)
I'll be using a fair number of story modifications that others have suggested for Kingmaker. As a result there will be a fair amount of roleplaying and NPC interaction. The Brevic nobility will play a more important role. NPCs from later in the books will show up earlier. Even if you've played Kingmaker before, I promise that this will bring quite a few new things to the table.

Combat Maps
One chief reason I want to use 13th age is the way combat works--it is very easy to run it without maps. This makes the DM backend (posting a new image every combat turn or multiple images per turn) lower speeding up both my ability to post (not spending 10-15m modifying/uploading/posting a map in combat) and the players (not waiting to see who is where or forgetting if you get that flanking bonus now or next turn).

..Okay so that's a bit of a post for just an interest check but there you go. Who would be interested in playing Kingmaker via 13th Age?


I'm planning on converting Kingmaker to be used with 13th Age and am finding it surprisingly easy other than one aspect. The Icons from 13th Age. Characters in the game have relationships with unique, incredibly powerful NPC's referred to as icons. This isn't necessarily a direct relationship but could be something like having previous experience with members of an organization that obeys that icon. In implementing this into Kingmaker, I'm finding some difficulty in figuring out who/what to have as icons.

Several figures seem obvious/easy to cross over. 13th Age has the Dragon Emperor, Kingmaker could have King Surtova from Brevoy. 13th Age has the Lich King, Golarion has the Whispering Tyrant.
I have planned, roughly the following list of icons. However, I'm looking for thoughts/help on transferring this idea over to Kingmaker & Golarion.


    * King Surtova (replacing the Emperor)
    * Whispering Tyrant (replacing the Lich King)
    * Matro Livondar (Ruler of Daggermark in the River Kingdoms, replacing the Prince of Shadows)
    * High-Priestess of Abadar in Brevoy (replacing the Priestess)
    *Swordlords of Restov (replacing no one but representing a strong faction/figure in Kingmaker)
    *High-Priest of Erastil (replacing the Arch-Druid)
    *The Eldest (replacing the Elf Queen)


1 person marked this as FAQ candidate.

For lack of anything else on this, I assume the caster level for the SLA's an improved familiar has do not change as the master levels/progresses. Is there a way, without houserules, to increase the CL of the familiar?


I've got a few questions regarding how fast things fall in air combat.

If someone is disarmed while flying or while on the back of a flying mount, does the weapon fall to the ground below on the same round?

If someone is bull-rushed off a flying mount, how does this work? Are there bonuses to CMD for being mounted?

If one creature grapples another while both are flying, do they both fall to the ground on the turn the grapple starts? How does grappling someone off of a flying mount work?


Hello,

I'd like to cancel my Adventure Path subscription now that Skull & Shackles is complete. How do I go about doing this?


Our first session of this is in about a month and I was wondering what other people were using for the ships. Are you using the map packs? Is anyone using an actual miniature ship?

I was thinking of using some foamcore/cardstock model ships from Worldworks (I think that's the name of the place). However, I was curious how many people are using these or other model ships and how many you make use of. There are a a handful of different ship configurations and such that show up in the AP. I'm debating simply making 2 ships, one for the PC's and one for "enemy" ships or making several different ones. I was hoping to get some feedback and ideas from other GM's running this!


2 people marked this as a favorite.

Our group will be using Kirthfinder to run Skull & Shackles. As any DM is want to do, I added a few things of my own to it. Rather than disrupting the actual Kirthfinder thread, I figured I'd share these separately. See the fantastic work by Kirth Gerson & his group for the inspiration for all of this

As any Dm is want to do, I added some things to Kirthfinder for my game and figured I'd share them here.

Firearms:

Guns:
Firearms only cost 10% of their cost from the Pathfinder book all the time. Guns can be used as melee weapons by anyone who has at least martial proficiency in them. One-handed firearms deal 1d6 damage and have a critical range of 19-20/x2. Two-handed firearms deal 1d10 damage and have a critical range of 20/x3. Guns no longer hit touch AC within the first range increment.

Some guns have the Exploding special weapon characteristic. This means when that weapon rolls maximum damage on a damage die, it may roll another damage die up to a maximum allowed by the number of Exploding dice it has. For example, exotic proficiency in a pistol grants exploding 1 which means if the pistol rolls a 10 on its 1d10, then it deals 2d10 damage on that attack. Since it only has one exploding die, it can only increase its damage by 1 die in this manner.

Pistol
Range: 60 ft
Simple: 1d6/x4
Martial: 1d8/x4
Exotic: 1d10/x5, Exploding 1

Pistol, Double-Barrel
Range: 30 ft
Simple: 1d8/x3.
Martial: 1d8/x3. Can fire both bullets with one attack action at a -4 penalty to both attacks.
Exotic: 1d8/x4, Can fire twice with one attack at a -4 penalty to both attacks.

Musket:
This two-handed firearm can be used to replicate an early rifle, musket or arquebus.
Simple: Capacity 1, 1d10/x4, 60 ft range.
Martial: Capacity 1, 1d10/x4, 80 ft range. Exploding 1
Exotic: Capacity 1, 2d8/x5, 100 ft range, Exploding 2


Gunslinger Archetype:

Archetype: Gunslinger: Allow to switch out:
Remove Combat expertise and replace with Precise Shot and Gunsmithing.
Remove normal proficiencies. Gunslingers have martial proficiency in all firearms, simple proficiency in all weapons and may select one firearm to have exotic proficiency in.

Remove Banner: Utility Shot: The gunslinger gains the following abilities:
Blast lock. Can be used as part of a full attack action.
Scoot unattended object. Can be used as part of a full attack action.
Stop bleeding. Does not cost grit, just requires you have 1. Can be used as part of a full attack action.

Remove Warlord: Grant Targeting Shot. A gunslinger may target a specific part of an enemy to cause an effect. These can be done as part of a full-attak action. Each check uses the gunslinger's wisdom instead of their strength for the CMB rolls. Each of these abilities costs a grit point.
Hand: Disarm
Head: Perform a CMB roll against the target, on a success they count as flat-footed until the end of your next turn.
Feet: Trip
Wing: Roll an attack as normal, does regular damage and gives the target a -2 to fly checks and immediately forces them to roll a fly check vs DC: 10 + ½ gunslinger level or fall.
Torso: Roll an attack as normal, does regular damage and causes a target to bleed. This bleed damage is equal to your dexterity modifier. The gunslinger may instead choose to spend grit on this ability and have this deal str, dex or con bleed equal to .5 x the number of grit spent on this ability up to a maximum ability damage of ½ their gunslinger level.

Replace Grit with the following:
You gain a number of grit at level 1 equal to your wisdom modifier + ¼ of your class levels (minimum zero). At fourth level and every four fighter levels after that, increase your maximum number of grit points by 1. You begin each day with full grit points. You may regain grit when you score a critical hit or perform a killing blow on a creature that has at least half your HD.

Remove Versatile weapon use and replace with: Slinger's Luck: You may spend a grit point to reroll a saving throw, skill check or attack roll.

Gunslinger-based Combat talents:
These can be picked up by any fighter.
Combat Talents:
Add the following combat talents to the fighter class list
Bullet Deflection: When wearing medium or heavy armor, you get ½ your armor bonus, your full shield bonus and your enhancement bonus, if any, to both against firearm and splash weapon attacks.

Steady Aim: When using a two-handed firearm, you may spend 1 grit to double the weapon's range. When using this talent, you do not take a penalty for using the second or third range increments. However, you must target normal AC when using those range increments. You may still target touch AC in the first range increment.

Up close and personal: When using a one-handed firearm, you may spend 1 grit to deal an extra 1d6 precision damage. If the attack misses, you still deal ½ damage from this extra damage. This damage increases to 2d6 at 5th level, 3d6 at 10th, 4d6 at 15th and 5d6 at 20th. This damage is not doubled on a critical. It stacks with other precision based damage.

Focused Aim: As a free action, spend 1 grit. Get a bonus to firearm damage rolls equal to wisdom mod. At 7th when you use this, you multiple the bonus by the number of hits you make if using the dead shot talent.

Menacing Shot: You fire your weapon into the air as a standard action and all creatures within 30' are subject to the fear spell with a DC of 10+wis+1/2 level. You may take a -5 penalty to all attacks in that round to use this shot as part of a full attack.

Clipping Shot: When you miss with an attack, you may spend 1 grit to deal half damage to the target of that attack.

Iajutsu Focus (stance)
If you are a gunslinger, this talent has the following effects in addition to its normal bonuses.
As long as you have 1 grit point, you get a +2 bonus to your initiative.

If you are at least 11th level, if you begin combat within 30 feet of an opponent, you gain a surprise round, even though your opponent's are aware of your presence. The only action you can take in this surprise round is an attack action using a firearm with which you have weapon focus or weapon training. Your target is considered flat-footed for this attack unless he also has this talent and has already used it to attack you in this round.

At 16th level and above, you do not need to roll initiative while in this stance, it is always treated as if you had rolled a 20.
Synergy: Clarification: If you have two-weapon fighting or flurry of blows, you may not make those attacks during the surprise round even if you have a way of normally doing so.

Advanced Talent:
Dead shot. You may spend 1 grit to focus all of your efforts into making one powerful shot. As a full-round action you take one shot, but roll all of your attack rolls as normal. If any of the attacks hit, all of the attacks are considered to have it. Your critical range is reduced by 1 for each attack that hits. For example, if you are a 11th level fighter and make 3 attack rolls and two of those attack rolls hit, your critical threat range is 18-20. When making this attack, bonus damage such as from deadly aim, enhancement bonuses or dexterity modifier only applies once. Precision based damage such as that from up close and personal or sneak attack also only applies once. This talent may be used in conjunction with Manyshot and Rapid shot but not two-weapon fighting.

Stunning shot: When you hit with an attack roll, spend two grit points. The target must make a fortitude save against a DC of 10+1/2 fighter level+wisdom modifier or act as if they were hit with Scintillating pattern.

Death's Shot: You gain Killing Stroke as a bonus feat. Additionally, whenever you score a critical hit you may spend 1 grit and can apply the effects of this feat and treat the target as if they were helpless.

New Feats

Spellslinger (Strike:

Prerequisites: Weapon Focus or Weapon training in any ranged, Ability to cast 1st level spells
A spellslinger gains the ability to cast any ranged touch attack, cone, line, or ray spell through a ranged weapon. When he casts through a ranged weapon, the weapon's enhancement bonus (if any) is a bonus to the spell's attack rolls, damage rolls and to the spell's saving throw Dcs.

This feat also grants the Mage Bullets (Su) ability. As a swift action, you can sacrifice a spell and transform that energy into a weapon bonus equal to the level of the spell sacrificed on a single ranged weapon. If using this on a firearm, it only applies to one barrel of that firearm. With this weapon bonus, the spellslinger can apply any of the following: enhancement bonuses (up to +5), dancing, defending, distance, flaming, flaming burst, frost, ghost touch, icy burst, merciful, seeking, shock, shocking burst, spell storing, thundering, vicious, and wounding. The ability lasts a number of minutes equal to the level of the spell sacrificed. This ability stacks with any enhancement bonus already on the weapon. For example, a spellslinger sacrificing a level 1 spell into a +1 pistol can make it a +2 pistol or a +1 flaming pistol.

This feat replicates the Arcane Gun and Magic Bullets ability of the Spellslinger archetype (Pathfinder: Ultimate Combat).

Wall Runner:

Prerequisites: BAB +4, Athletics 4 ranks, Acrobatics 4 ranks
You can spend part of your move action to traverse a wall or other vertical surface if you begin and end your move on a horizontal surface. If you do not end your move on a horizontal surface, you fall to your feet in the square below you. You take falling damage as appropriate if this occurs. Treat the wall as normal floor for the purpose of determining movement. Passing from the floor to the wall or wall to floor costs no movement. When you leave a threatened space for running up a wall, you may make an acrobatics check as if you were tumbling but do not take the normal penalty for moving at full speed while tumbling.

Battle Jump: If your BAB is at +6, you gain the ability to perform a battle jump. A battle jump can be initiated as a standard action when you are at least 10 feet above your opponent. This can mean being in the air due to a spell such as levitate or fly, along a wall or simply jumping high in the air. The battle jump allows you to perform a charge as a standard action from this position. As part of this charge, you deal double weapon damage. For example, a weapon that normally deals 1d8 damage deals 2d8 damage instead.

Synergy:
If you also have power attack and are performing a battle jump, you may add treat a one-handed weapon as a two-handed weapon for the purposes of extra damage. If you are using a two-handed weapon, you may add 2 damage to your power attack per 4 BAB you have. So +4 damage at +8 BAB, +6 damage at +12 BAB, etc.

If you have First Blood, foes count as flat-footed when you perform a battle jump and may add first-blood damage to the the attack. If you make more than one attack roll during this charge attack, you only add first blood damage to the first attack.

Tiger Claw Strike: Instead of making the normal attack at the end of a charge as part of Battle jump, you may instead use a single strike ability.


Wand Mastery (Arcane):

Prerequisite: Ability to cast 1st level spells or spell like abilities
Benefit: When using a wand, you may calculate the DC for any spell it contains using your own intelligence modifier, instead of the minimum modifier needed to cast a spell of that level.

When you can cast 4th level spells or use spell-like abilities of 4th level, you can cast spells from a wand using your own caster level. If you do not have a caster level, use your character level instead.

Synergy: If you have the Athame special ability from the Magus bloodline of sorcerer, you can use wands when using spell combat.
If you the spellstrike feat, you may use wands when using spellstrike.
If you have the spellslinger feat, you may use wands through a ranged weapon.

Storm Strike (Strike):

Prerequisite: BAB +2
This strike allows you to perform a frantic attack against an area rather than against a single foe. It is particularly affective against invisible creatures or swarms. The area of the attack depends on the weapon being used. Despite being weapon attacks, these strikes deal damage as normal to swarms.

Storm of Blades: If you are using a piercing weapon or any weapon with reach, you may attack in a 10' cone in front of you as a standard action. Roll damage as normal for a single attack. Creatures in the cone (including allies) must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have weapon finesse and are using this effect with a 1 handed weapon, you may apply twice your dexterity damage on the attack.
If you have weapon focus (any spear or polearm) and are using this effect with a spear or polearm, you may target a 30' cone in front of you.

Spinning Blades: If you are using a slashing weapon, you may make an attack that hits all nearby targets as a standard action. Roll damage as normal for a single attack. Creatures adjacent to you must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have Whirlwind strike, you may instead use this as a full round action and take half of your move speed. When you do so, Spinning Blades targets all creatures you move adjacent to on your turn.

Bullet Barrage: If you are using a firearm, you load your weapon with special shot and make an attack against all foes in a cone in front of you as a standard action. Roll damage as normal for a single attack. All creatures in a 30' cone in front of you must make a reflex save (DC 10 +1/2 level + dexterity) to take half damage.
Synergy: If you have two-weapon fighting, you may use bullet barrage with two weapons. If you do so, roll damage as if you had made two attacks.
If you have deadly aim and are using this attack with a two-handed firearm, you may apply deadly aim damage to the attack.

Hammer Smash: If you are using a bludgeoning weapon, you swing your weapon into the ground and can target all foes in a 10' line in front of you as a standard action. Roll damage as normal for a single attack. All creatures in the line take damage and may make a reflex save (DC 10 +1/2 level + strength) for half damage. Synergy: If you have the Staggering Strike feat, all targets in the line are knocked prone.

Storm of Arrows: If you are using a bow, you can make a Storm of Arrows attack. By taking a full-round action, you may make an area attack with your ranged weapon with a 30' radius and a range equal to 10 times your weapon's range increment. Roll damage as normal for a single attack. Targets in the affected area can make Reflex saves (DC 10+ ½ your level + your dexterity modifier) for half damage. If cover only affects one direction, such as a tower shield, it does not apply for this attack.
Synergy: If you have focused shot, you may apply your Intelligence or Charisma modifier as insight damage to this attack.

We also added the following synergies:

Spoiler:

Imbue Missile
Synergy: If you have Spellslinger, spellstrike and the battle touch feat, you may apply the effects of any multi-target missile, ray, melee touch or ranged touch attack through this weapon while using the full attack action. For example, when using Scorching Ray you may apply its effects to each attack made up to a maximum attacks of the rays normally given by the spell. So a scorching ray cast as caster level 7 is combined with a full attack, the first two attacks of that full attack may have scorching rays on them. Additionally, when using this ability with rays or missiles you may forgo a weapon attack and instead substitute the ray or missile instead up to a maximum of the number of iterative attacks the full attack normally makes. So a fighter 14/wizard 1 with the Eldritch Knight Talent could make a full attack that fires 2 scorching rays and then make another ranged attack with the same weapon that you are firing the rays through. This feat can be combined with Manyshot to get more attacks.

Heedeless Charge
Synergy: If you have this feat and Arcane Boost, you may spend an uncast spell slot or spell to get turn your charge into a Hellfire Charge. You gain extra damage equal to 2d8 x the level of the spell sacrificed in this manner on the first attack of the charge. Additionally, you form a shield of force around you while making this charge that leaves a trail of fire behind you. This trail of fire lasts for 1 round per level of spell sacrificed in this manner. Any creature entering this trail takes 2d8 damage x the level of the spell sacrificed although they may attempt to tumble through the fire to take half damage at a DC equal to 10 +1/2 your character level + your constitution modifier.


So I know all of the excel sheets/formulas for figuring out DPR in Pathfinder and 4e. However, I'm having some problems in figuring out what a formula for calculating average damage for a weapon would be in 3.5/PF.

We're messing with some home rules and want to flatten out/average some weapons. Essentially, I was hoping someone tell me how to figure out average damage for a weapon when taking into account critical.

I've heard that 19-20/x2 and x3 are (roughly) equal (if not taking enemy AC's into account). However, how does x5 and 17-20/x2 compare? How much would a property like Brutal from 4e add? (makes it so you re-roll damage on a 1). Hopefully someone better inclined toward mathematics can help me out!


I have an array of questions here.

First, if a Summoner uses UMD to cast a cleric/wizard/druid spell from a scroll, what is their effective caster level? I know that wands use their own caster level, however I believe scrolls use your own caster level. Would it be the level of the summoner?

2: What would happen if a summoner used a scroll to (successfully) cast Create Undead but is only level 8? Would the spell not work because they do not have a high enough caster level? Can you use UMD or another method to artificially boost your caster level to the required level? Either through wondrous items, spells that can be UMD'd or some other method?

3: Create undead specifies that you need to be caster level 11+ to create a skeletal champion. However, it also states you need to be of greater caster level than the HD of the creature you are bringing back. If you were using Create Undead to ressurect/create a level 4-6 NPC as a level 8 PC, would it work despite not having caster level 11? Your caster level is still higher than the HD of the creature you are making.

4: Create undead specifies additional requirements. For skeletal champions one of the requirements is Enervation. Does this mean that Enervation must also be cast at the time Create Undead is cast? If so, I assume a UMD scroll would work as well?

5: This one is more generic. When you use UMD, how do you figure out the DC of the spell? I know you can use UMD to emulate an ability score. When casting a spell from a list other than your own, would you use the artificial ability score bonus from a UMD check to figure out saving throw?

Thanks! I hope the questions are clear enough to understand, if not please help come to an answer by telling me how to clarify the questions.


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