Alastir Wade

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1,846 posts. Alias of Rostam.




I am recruiting one additional party member to bring our numbers up from 4 to 5 as we near the climax of Ironfang Invasion Book 1 - Trail of the Hunted. The party recently had a near TPK and we are now in need of an additional party member.

You do NOT need to know anything about the game play so far to join in!

If you are interested, please check out the following links:

Campaign Info and House Rules please review all of this.
Gameplay Thread review if desired, but you do NOT need to know any of the game play thus far to join. SPOILER ALERT - The gameplay thread will contain spoilers... since that's where the game is played!

I am going to try and ensure there are no spoilers in any open text. If you are posting anything that may be a spoiler please use the spoiler tags.

Character Creation Rules:

Level - 4th
Races – Core Only
Classes – No gunslingers, must use unchained Rogue, must use unchained Summoner.
Ability Scores – 20 point buy
Skills – All 2 + int classes get 4 + int, we will be using background skills
Hit Point – Using the Wounds and Vigor system with tweaks. Roll in the thread for level 2-4 vigor points. Rules system explain in house rules link above.
Alignment – Any
Archetypes – Go nuts, but make sure its legal
Traits – 1 campaign, 1 non-campaign, you can take a third with a meaningful drawback. I will also allow you to propose your own drawback.
Gold – 4000 gold

Background – You can be tightly tied to Phaendar or travelling in the area for some reason and willing to fight. You can't be part of the Chernasardo Rangers and you can not be any type of official reinforcements. I will have more info on the current situation in another spoiler below.

NPCs – If you wish to be tied tightly to Phaendar, please create a couple NPCs and include them in your background. I need the below information:

Name – Alignment – Race – Suggested classes(NPC only) – Relation to Character if any – Occupation/Purpose in Phaendar.

Please review existing NPCs in the other players backstories because the town doesn't need 8 blacksmiths!

Gear – Buy what you want.

Advancement is per the AP suggested leveling.

Advice:

Build what you want to play.
Build a strong Character. You will need it.
Make a rich backstory. No need for heroic exploits, keep it simple, connect with your NPCs.
Be prepared to fight against truly unwinnable odds. Be prepared to run.
Be able to drive your own plot. Make your own decisions and goals. But remember you’re on a team.
Prepare to embrace the wild.

The other party members are currently 1 Cleric and 3 players creating new characters. I will ask them to post what their characters are when they get them created.

Current Situation:

It is currently Lamashan 5 (October 5). The Ironfang Legion invaded on Rova 21 (September 21) and has been attempting to solidify their hold on the region, rooting out refugees of Phaendar, replacing a bridge destroyed in the attack, and scouring the roads and surrounding area.

If you are from Phaendar:

You have been on the run since Rova 21. At first you panicked and fled in a random direction, but have eventually found your way North and into the Chernasardo forest. Please read/skim the frst 10 pages of gameplay to see what happened during the invasion. Ask any questions you have with spoilers if required.

If you were around Phaendar:

The first thing you noticed was a pillar of smoke coming from the direction of Phaendar late in the evening on Rova 21. An uneasy feeling made you want to get clear of the road and out of sight. Over the next few days you see hobgoblins, goblins, worgs, and other creatures patrolling, looting, and invading, all with the crest of the Ironfang Legion on them. Not knowing what else to do, you take what supplies you can and head into the Charnasardo Forest, hoping to evade notice.

Recruitment is open until Wednesday March 11. I will pick a new party member by March 13 and start gameplay March 16. If you have any questions I am away from February 29 to March 8, and will try to answer the questions asked in my absence when I get back.


This is a rerecruitment for a Kingmaker Campaign that is currently at level 3. I am just starting to DM the game as its third DM, but 3 of the 4 players currently in the game have been with the game from the beginning, and all 4 players are heavily invested into continuing.

For this recruitment, you will have just been sent to a place named Oleg's trading post to reinforce the group that is currently working in the area. Other than that your background is what you want it to be.

The current characters are a sorcerer, inquisitor, and a cavalier.

Character Creation Rules:

Abilities. Use the following array: 15, 14, 14, 14, 12, 12.
Traits: 3 traits, one must be a Kingmaker campaign trait. No drawbacks.

Races: This is a tough one, I don't want to limit this too much. I had a great time playing a suli. Monster races are out of course. No goblins, no kobolds, no strix, no full-blood orcs, etc. Your kingdom will be mostly populated by humans, so races that can pass as human are best, but races that are allies to humans should be fine.

Alignment: I place minimal emphasis on alignment. However, I'm not at all interested in running an evil campaign, so no evil alignments. Your character should be a good team player, regardless of alignment.

We will be using the Kingdom system from Ultimate Campaign.
The Downtime systems from UC will be in play as desired. Except earning XP.

Background skills in play.

Since your character is new. The characters will start at third level and with average wealth for their class at level 1 (the current group has not advanced much gear wise).

Recruitment will run until September 14th. Then the existing players and I will select TWO more to join us and I will announce the selection on September 17.

If you have any questions ask away and I will answer as best I can.

EDIT - Also, please, please, please put your stat block in the same configuration as a monster stat block. HeroLab formatting is acceptable as well.


You stand at the center of Kassen’s town square. The bells atop the Temple of Erastil toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. After a few moments, a murmur passes through the crowd as it slowly parts to let Mayor Uptal through. He leads the way with a tarnished silver lantern. Behind him, an old pony drags a cart laden with backpacks and supplies. Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk.

“Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen’s tomb and retrieve the flame to keep this community safe for another winter?”

The mayor pauses his ritual speech and looks at your small group, alone in an opening surrounded by the rest of the towns folk, awaiting an answer.


Threads open for dotting. A meatier post is to come later.


You stand at the center of Kassen’s town square. The bells atop the Temple of Erastil toll their midday song, echoing throughout the quiet town of Kassen. As the peals begin to fade, the first of the townsfolk make their way into the square, dressed in black, as if attending a funeral. They slowly fill the square, moving quietly across the cold, hard ground, their eyes downcast and mournful. Afterer a few moments, a murmur passes through the crowd as it slowly parts to let Mayor Uptal through. He leads the way with a tarnished silver lantern. Behind him, an old pony drags a cart laden with backpacks and supplies. Once he reaches the center of the crowd, Mayor Uptal stops and calls out to the assembled townsfolk. “Once again the winter winds blow through the Fangwood, marking the end of another harvest. There are wolves in the woods, howling at our walls, and serpents in our shadows, waiting to strike. Just as it was one hundred and seventy-four years ago, when Kassen himself left these walls to protect us, so it is today. Where are the heroes? Where are the brave folk that will venture out to Kassen’s tomb and retrieve the flame to keep this community safe for another winter?”

This is a recruitment thread for the Crypt of the Everflame module. This module starts at level one and you will be almost level 3 by the end but not quite.

My intent with this game is to take 6 people who are new to PbP through the entire module in 2-3 months.

A bit about me: I am currently running the Ironfang Incasion adventure path, and have recently stopped running a home brew city adventure with some friends due to a lack of interest on their part. Turns out not everyone loves PbP. Pity for them really.

I will be using maps in google draw.

Expectations

Read these, love these, post by these

Doomed Hero’s Guide to PbP Gaming
Building a Better Doomed Hero: Painlord’s Advanced PbP Guide

Post once a day. If you can’t post for some reason I will bot you forward. If you know you won’t be able to post in advance let us know in the Discussion section.

I will try to post everyday. If you look at my Ironfang game I can generally post 5 times per week (4 weekdays and a weekend post).

Become a tight knit group. Always have a reason to stay with the others, friendship counts.

Format your Quick Stat line like this character Prasutagus Iceni

Layout your character sheet like a Monster Stat block to the best of your abilities. The link to Prasutagus above shows the layout properly. Also, please give a 3-5 word explanation of all feats/traits etc and have the descriptions of all your special qualities spoilered at the end of the stat block. I don’t want to have to go digging for stuff over and over when a simple copy paste helps me a lot.

Rolling
The following PC rolls will always be made by me to keep things moving:
1. Initiative 
2. Perception 
3. Sense motive 
4. Saving throws 
5. Group diplomacy*
Player dice rolls of these types will be ignored, unless specifically requested by me.
I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself): 
1. Knowledge checks 
2. Survival checks 
3. Individual diplomacy*
Further, I may make a roll of any kind on your behalf if you do not post within the 24 hour timeframe (see above fore more on this).
* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.
Finally, a convention I have adopted (mostly for rolling during combat) in PbP games that I run is as follows:
1. No rolls during combat for any checks that do not specifically require an action unless called for by the GM. Same for free actions that do not influence combat. Eg. Knowledge (dungeoneering) to identify that ooze is a free action, but this is a roll you must ask the GM to make for you (unless he has asked for it). Concentration check to cast a spell is a free action, but that's fine to roll yourself (since it forms part of your cast spell action).
2. Always roll for actions in the order in which they occur. When in doubt, roll reactions to GM first, reactions to players next and then your actions. This should help minimize players swapping over save throws for attack rolls (and the like).
3. If you do want to make an "actionless" skill check, ask the GM to roll it for you. He'll have to post to tell you the results anyway.

Character Creation – The game is Core only

Level - 1st
Races – Core Only
Classes – Core Only
Hit Point – Full at first level, average +1 there after
Alignment – Any non-evil
Equipment – Average, plus everyone starts with 5 days’ worth of rations, a small tent, a winter blanket, a full waterskin,. The party also starts with 50 feet of hempen rope, a box containing tinder and three tindertwigs, a labeled potion of cure light wounds, three torches, a grappling hook, and a small bottle of local brandy.

Background – You should be from the town of Kassen. Create a reasonable backstory, but don’t put too much effort in as its for a short game.

Who I am Looking For

I am looking for 6 would be adventurers to take up the towns call. All six slots are reserved for people who are new to PbP. If you are not sure if you are new to PbP you probably are. If you want to make sure before starting to create a character ask and I will let you know.

Also, if you are new to Pathfinder in general (say have played for less than 2-3 years online or offline) or are not great with the rules, mention that to me. Then I will know who needs more help with character generation.

Recruitment will remain open until Friday, February 23. I will post selections by Monday February 26. I will be reviewing submission as they come until Tuesday, February 20, any characters submitted after that time are not guaranteed a review.

One more thing, I plan on running this module on repeat, with the exact same rules and setup to help new players get an entire game in start to finish. I will be reserving two of the 6 slots for people who are applying for the second time, because if you are still unable to get into a game after 2-3 months and are still trying I want to reward your persistence.


Feel free to dot and delete


Hello people I selected. Please take the next few days to integrate yourselves as a group. You would all know each other to some extent so talk together and figure out how you know each other. I am travelling and running a game today so I won't be around much. I will work up a bigger 'start' post by Tuesday. I figured getting an earlier start isn't a bad idea though.

So have fun, talk amongst yourselves, and get to know one another. Also, if you have any suggestions/ideas/comments/concerns let me know as they come up.


2 people marked this as a favorite.

As the leaves turn, the Autumnal Market Festival approaches. Held on the Autumnal Equinox, this year on Oathday, Rova 21st, the festival is a gathering of many to the town of Phaendar to trade, make pacts for the coming season, and sell wares to people that have travelled far to buy them....

This is a recruitment thread for the Ironfang Invasion adventure path. To get expectations out of the way, I plan on running the entire adventure path with additional content but I only promise to finish the first book at this time. Near the end of the first book, around level 4, I will bring it up with those playing and determine if the next book is a go, and the same pattern will hold for all the books. I do this so that there are no hard feelings if I need to end early, though I will always finish out the book we are on before stopping.

Also for rules, everything must generally be on the PRD, with the exception of feats which you can take from the Archives of Nethys as well.

I will also add a warning for people, there will be situations where children and teens may be in distress and at risk of physical harm. There will be no graphic depictions however, it will simply be noted as happening. If you are not okay with this then I advise you to not apply.

A bit about me. This is my first open PbP recruitment, the other one was closed to friends only. I have also run Pathinder games for 3 years now, one that I started three years ago that is still going (had 12 month break as a friend went to Japan but were playing again now), one I started about 18 months ago, and one started about 5-6 months ago. So I have experience with running games, and with making the long term commitment they need.

Game Style:

I like PbP because I find it a better medium for enjoyable detailed roleplay than face to face. I also prefer it as the cognitive load can be higher due to the slower pace. For this reason I will be encouraging meaningful role play as well a strong character builds.

The game will be very player driven, especially in book 1.

Creatures will use the loot available to them to the best of their abilities. Kill them quickly if you want it all.

I will have maps in either google sheets or google draw.

The game will have encumbrance, food and water, and basic survival as a central theme for quite a while.

There is no good place to buy or sell magic for quite a while.

You will have to manage NPCs to an extent.

I plan on increasing the difficulty slightly to accommodate for recruiting 6 player characters.

All that being said I will have tracking sheets in Google Sheets to help aid in all of this, so you won’t have to do it all yourselves.

Expectations:

Read these, love these, post by these

Doomed Hero’s Guide to PbP Gaming
Building a Better Doomed Hero: Painlord’s Advanced PbP Guide

Post once a day. If you can’t post for some reason I will bot you forward. If you know you won’t be able to post in advance let us know in the Discussion section.

I will try to post at the same time everyday. Everyone should give me their preferred posting time when they submit a character so I can see what works best for everyone. Know that I will try to accommodate as best as possible, but may not be able to.

Become a tight knit group. Always have a reason to stay with the others, friendship counts.
I have a list of languages to use when posting in anything other than common, use it.

Format your Quick Stat line like this character Prasutagus Iceni

Layout your character sheet like a Monster Stat block to the best of your abilities. The link to Prasutagus above shows the layout properly. Also, please give a 3-5 word explanation of all feats/traits etc and have the descriptions of all your special qualities spoilered at the end of the stat block. I don’t want to have to go digging for stuff over and over when a simple copy paste helps me a lot.

Rolling:

The following PC rolls will always be made by me to keep things moving:
1. Initiative 
2. Perception 
3. Sense motive 
4. Saving throws 
5. Group diplomacy*
Player dice rolls of these types will be ignored, unless specifically requested by me.
I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself): 
1. Knowledge checks 
2. Survival checks 
3. Individual diplomacy*
Further, I may make a roll of any kind on your behalf if you do not post within the 24 hour timeframe (see above fore more on this).
* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.
Finally, a convention I have adopted (mostly for rolling during combat) in PbP games that I run is as follows:
1. No rolls during combat for any checks that do not specifically require an action unless called for by the GM. Same for free actions that do not influence combat. Eg. Knowledge (dungeoneering) to identify that ooze is a free action, but this is a roll you must ask the GM to make for you (unless he has asked for it). Concentration check to cast a spell is a free action, but that's fine to roll yourself (since it forms part of your cast spell action).
2. Always roll for actions in the order in which they occur. When in doubt, roll reactions to GM first, reactions to players next and then your actions. This should help minimize players swapping over save throws for attack rolls (and the like).
3. If you do want to make an "actionless" skill check, ask the GM to roll it for you. He'll have to post to tell you the results anyway.

I did take the rolling section from GM Damo, for those that recognize it.

Character Creation:

Level - 1st
Races – Core Only
Classes – No gunslingers, must use unchained Rogue, must use unchained Summoner.
Ability Scores – 20 point buy
Skills – All 2 + int classes get 4 + int, we will be using background skills
Hit Point – Using the Wounds and Vigor system with tweaks, details in the Wounds and Vigor spoiler below.
Alignment – Any
Archetypes – Go nuts, but make sure its legal
Traits – 1 campaign, 1 non-campaign, you can take a third with a meaningful drawback. I will also allow you to propose your own drawback.
Gold – Average or Roll, if you roll you must take the roll even if it is lower than average

Background – You should, no NEED to be tied tightly to Phaendar. Characters with family and friends in Phaendar will be more likely to be selected. Also, keep your background concise please.

NPCs – Please come up with at least 5 npcs (including friends and family) that live in and around Phaendar. You DO NOT need stat blocks simply make a comment line as below. If you wish to add a sentence or two of description feel free as well:

Name – Alignment – Race – Suggested classes(NPC only) – Relation to Character if any – Occupation/Purpose in Phaendar

Gear – I suggest not worrying about gear too much. Buy what you would have on you while walking around the festival (so weapons, armor, some food, maybe trade goods). Unless you are from out of town you probably wouldn’t have your backpack, camping gears and 20 trail rations on you.

Here is the tweaked Wounds and Vigor system. Basic idea is taken from Ultimate Combat.

Wounds and Vigor System:

Wound Points and Threshold

Every character has a number of wound points equal to double their constitution score plus their constitution modifier at level 1 (or at one hit die). For every subsequent hit die or level, the character gains their constitution modifier in wound points.

A creature has a wound threshold equal to its constitution score. If a characters wound points drop to or below its wound threshold it is wounded and gains the staggered condition. If a characters wound points drop below its wound threshold it must make a DC 10 Fort save with a penalty equal to the amount of wound points below its wound threshold it is currently at or fall unconscious. If a character makes a move or standard actions it loses another wound point.

Wound points are essentially Meat Points.

Vigor Points

Every player character has a number of vigor points equal to hits full hit die at level 1 (non-player entities, including animal companions, must roll all hit dice). For subsequent levels or hit die a character gains vigor points equal to its rolled hit die.

Vigor points are essentially skill, luck, and endurance points

Healing Wound and Vigor Points

Healing wound and vigor points happens differently even if the effect healing them is the same. Wound points are always harder to heal than vigor points.

Healing Spells and Effects: Spells such as Heal CLW, Cleric's Channeling, and Paladins Lay on Hands. The creature casting the spell or effect must choose if it wants to heal wound or vigor points at the time of use. If vigor points are chosen then you heal a number of vigor points equal to the number of hit points you would have gained. If wound points are chosen then you regain one wound point per die of healing or per caster level for spells such as Heal.

Rest: When resting, creatures regain vigor points equal to their character level plus con modifier. Healing wound points while resting is similar to regaining ability score points and so a creature can regain either a wound point or one ability score point. For situations such as long term care with the heal skill, you heal vigor points twice as fast for 8 hours, or fur times as fast for a full day and you heal wound points as you would heal ability score points.

Restoration and Similar Effects: Restoration can heal wound points as it would ability score damage.

Dealing Damage

You deal damage to vigor points as you would regular hit points. Once all of a creatures vigor points are gone then they begin to lose wound points as they would hit points. Some instances allow you to attack wound points directly however.

Critical Hits: A critical hit deals an amount of wound points in damage equal to its critical multiplier on top of any other damage the creature takes from the hit.

Negative Energy Damage: A creature that casts a spell or effect causing negative energy damage such a inflict light wounds or channeling negative energy, can attack wound points directly at a rate of 1 wound point per die of the effect.

Significant Damage: For every 15 hit points of damage sustained from a single attack, a creature takes 1 wound point in damage.

Other Stuff

Temporary Hit points become temporary Vigor points

Non-Lethal damage is keyed to vigor points. So if non-lethal damage exceeds total vigor points you fall unconscious.

Spell effects that have a hit point trigger such at Disintegrate trigger upon the target receiving the wounded condition. Spells like Harm function off of the wound threshold.

Advice:

Build what you want to play.
Build a strong Character. You will need it.
Make a rich backstory. No need for heroic exploits, keep it simple, connect with your NPCs.
Be prepared to fight against truly unwinnable odds. Be prepared to run.
Be able to drive your own plot. Make your own decision and goals. But remember you’re on a team.
Prepare to embrace the wild.

I will also note that the start of the game is analogous to September 21, for people that don’t know the Golarion calendar. The weather is being modelled off of data from locations in Montana, U.S.A. So the weather doesn’t get particularly cold (Averages around -10/-11 celcius in the depths of winter) but there is a lot of potential for snow. The average high for Lamashan (October) is over 10 C and is still above 0 C in Neth(November) so no need to panic about winters onset.

Advancement:

To accommodate the vast ability to go off on tangents, come up with personal objectives, and generally get into trouble in this AP I am planning on using the Slow XP track. Don’t think of this as a drag on advancement, think of it as being able to advance more meaningfully by doing your own thing.

The other option is to level up as the AP says to, but with the amount of extra content available if you are creative as a player as well as the amount of stuff that can happen in differing orders I feel like it would be more rewarding to have control over when you level via doing things.

I will leave it open to consideration however so mention what you want to do (even if its medium XP track with no extra content or another option) in your submission post.

Rules Stuff

Here is how the AP suggests running food.

Food:

The basic rules for starvation and thirst can be found on pages 444–445 of the Core Rulebook. The resources the PCs and their followers need to survive are abstracted throughout this adventure as Provision Points. One Provision Point sustains a person for 1 day and consists of a half-gallon of fluid (clean water, or ale, broth, cider, goat’s milk, or sheep’s milk) and 3 to 5 pounds of stable food (apples, berries, bread, dried boar, dried venison, hard cheese, mushrooms, nuts, pickled vegetables, and smoked trout). The PCs’ followers carry their resources in a hodgepodge of bottles, jars, and satchels stuffed into improvised backpacks. Each Provision Point of resources weighs about 10 pounds. Together one trail ration and a waterskin also translate to 1 Provision Point, but weigh only 5 pounds.

Consuming only half a Provision Point per day sustains a character, but leaves that person distracted and irritable. A character who eats only a half portion takes a –2 penalty on attack rolls, damage rolls, ability checks, skill checks, and saving throws until she consumes a full portion. If a person eats half provisions more than 3 days a week, she doesn’t have enough body fat to endure starvation for long, and must begin making Constitution checks each day to avoid taking nonlethal damage.
If a person eats no provisions in a day, she takes the –2 penalty on all attack rolls, damage rolls, ability checks, skill checks, and saving throws listed above. Typically, a character can go without water for 1 day, or food for 3 days before making Constitution checks to avoid taking nonlethal damage. Remember that a character who takes any nonlethal damage from starvation or thirst also becomes fatigued, imposing additional penalties.

I will not be using provision points. You will need a 1/2 gallon of water a day (1 waterskins worth) and an amount of food determined by your accommodations. 6 lbs for unsheltered, 5 lbs for poor shelter, and 4 lbs for good shelter. A trail ration covers any food requirement.

Here are the rules the AP gives for Shelter

Shelter:

Perhaps more important than even food is basic protection from the elements. Rules for inclement weather can be found on pages 437–440 of the Core Rulebook. The Fangwood Forest and Nirmathas in general are temperate, with frequent light rains. Shelter can be as simple as an abandoned home, a cave, a lean-to, a ruin, a tent. If a shelter option isn’t immediately available, a character can construct a temporary shelter sufficient for one Medium-sized creature with a successful DC 15 Survival check and 1 hour’s work; for every 2 points by which this result exceeds 15, the shelter can accommodate one additional Medium creature.

Sleeping without a shelter is cold and often wet, exposing a character to the elements and leaving her fatigued the next day. If she sleeps without shelter a second day, she awakes exhausted, which persists until she can find shelter to rest in for a night. For several weeks in the summer, nights in the Fangwood are warm and clear enough that characters don’t require a shelter to sleep comfortably unless there is an unusual cold snap or precipitation (GM’s discretion). Creatures under the effects of an endure elements spell are not fatigued by sleeping without shelter.

I will be using these, so basically if its cold and wet out, find some place indoors out of the rain.

And combat changes, largely design to make character builds and options a bit more flexible while making combat more brutal.

Combat Changes:

1. Feats such as weapon focus apply to an entire fighter weapon group to give you more flexibility.

2. Those intensively trained in the ways of martial combat are adept at exchanging precision for damage, damage for defence and other various combinations. Classes with Full BAB OR no magical abilities gain the following feats: Combat Expertise, Deadly Aim, Lunge, Power Attack, Risky Striker [No Racial Prereq], Bloody Assault, Dazing Assault, Stunning Assault. 

Prerequisites for these feats must still be met.

Those who are less well trained but still martially inclined, classes with  3/4 BAB OR 6 Levels of Casting, can select one of the above feats at level 1 to use for free. This feat can be retrained to another of the available feats as per normal retraining rules.

Those with no martial abilities, classes with 1/2 BAB progression, can not select a feat.

In cases where characters are multi-classed between the above three tiers, they gain the LOWEST tiers benefits +1 feat. So a Paladin/Cleric multi-class gets to pick two feats. A cleric/wizard multi-class gets to pick one feat. If the selection of the lower tiered class happens AFTER selecting a higher tiered class, the loss of capability is easily explained by lack of practising the feats while focusing on learning new abilities.

3. Combat maneuver feats such as Improved Trip automatically gain the benefits of their Greater version when you meet the prerequisites.

4. You may roll two dice and take the better roll when Charging, Attacking from Higher Ground, or Flanking in addition to their regular numerical bonuses.

5. Counter spelling can now be done as an immediate action outside your turn that also costs your standard action on your next turn. Also, you only need to have a spell of the same school prepared and not the same spell to counter spell. The Improved Counter Spell feat is changed to allow any spell of the same level or higher to be used to counter spell.

6. The Brace feature of a Brace weapon can be used as an immediate action while it is not your turn as well as by readying a standard action on your turn. If used as an immediate action off turn int consumes your Standard action from you next turn.

Those are the six house rules my players like the best. Feel free to comment on them, they aren’t set in stone.

Who I am Looking For

I am looking for six would be adventurers to step up and try to defeat the Ironfang Legion. I will be selecting a fairly well balanced party that is able to handle a lot of situations.

Most importantly I will be reserving two slots for New PbP players. If you think you might be new at this the write something along the lines of “I am new to PbP” in your post when you submit your character.

Also, if you are new to Pathfinder in general (say have played for less than 2-3 years online or offline) or are not great with the rules, mention that to me. Then I will know who needs more help with character generation.

If you have any questions bring them up. Recruitment will be open until September 16th at 23:59. Successful applicants will be notified by September 19th. The first game play post will drop September 21st.


Our GM recently left our Strange Aeons game, and we would like to continue playing if possible. The game is still fairly new, so it would be pretty easy to jump in and adjust things if you need to to make it more your game.

Here's a link to the gameplay thread.

Gameplay


The four of you have been together for two years now, learning to work with each other, living with each other, and working out your differences. Your training cell started out as a group of eight, but the other four have been weeded out, killed, imprisoned or ‘restructured’ by the guild. You have yet to go on an actual outing, but that is about to change. You will be given an assignment tonight as the graduation test to becoming a full member of your guild, The Enlisted.

Currently, you are standing by the side of one of the major through fares of the city, at the intersection of the Wall Market, the Industrial Quarter, and the Aristocratic Quarter. Hours ago, the cities Heralds had come forth from the Imperial District, shouting out their news, “Come all who are able to the major routes through the city by the hour of noon on this day, the first day of spring. Your attendance in required to witness the birth of a new era as our forces march forth form our city to calm the troubled corners of the empire!” . Curious, your mentor Don Castone had sent you out to witness the march of the forces, as an announcement such as this has not been heard in decades since the founding of The Iron Principality.

So, here you sit on the rooftops overlooking the road, many others milling about the street, a semi-festive mood in the air. An hour after noon you can hear the ominous sound of concerted marching, and about fifteen minutes after that a mass of people clad in black and red appear marching down the road. Their armor is all matte black, highlighted in red in places. On closer inspection some of the armor much of the armor is dyed leather, while some is metal. The companies of men marching by fly banners with images of devils subjugated to the will of men upon them.

As the company approaches, you hear a crier shouting “Make way for the new legions of the Hellknights of the Empire”, and you notice that any who are in their way are summarily pushed aside, no thought given to their safety or well being. After about an hour, the procession is done, ending with a large number of cavalry following the infantry. Bored, you have counted the rough number of people in the unit, and have come up with an astounding 8500 infantry and 1500 cavalry.

Hurrying back to Castone with this information, you notice that some of these hell knights have taken up positions around the city, apparently not all of them were leaving.
Arrive back at your safe house, you approach Castone. Looking up he asks of you, ”What have you learned of these people who march from our city?”


Use this thread to talk about out of character stuff, rules clarifications etc. I'll post a few links to play by post tips here soon.

Now for the possible point of contention with the upcoming game, I want to use wealth by level for character advancement and not experience.

Basically how this will work is I will keep a tally of the value of all the stuff I give you, when you break the WBL for the next level you level up. Only money earned through risking something while using your own skills counts towards leveling up.

What are your thoughts.


To post here you will need to make an account, and you should probably make an alias inside that account for your character. Get a hold of me if you need help doing this.

So for this campaign, I'd like everyone to discuss what type of criminal organization they want to be apart of. The entire group must be apart of the same one of course.

Character buildings is the standard 4d6 drop the lowest, with the house rules all being on my campaign wiki like normal. Roll your stats here using the dice function. You can look at how to do that in the "How to format your text" menu below the comment box, but the syntax for it is

[dice="Roll Name"]1dX+#[/dice..]

Just add in a name, a type of die to roll and your bonus to the roll. Make sure to remove the '..' after dice in the end comment to actually roll.

In addition to the house rules, I also have some information about the city of Neuwold up on the wiki. Your organization is called The Enlisted.


So, my DM was talking to us about a possible change to spell resistance to make it reduce spell damage more effectively.

The idea was simply to make spell resistance reduce spell damage by a factor instead of as a caster check, so SR 2 would be half damage, SR 3 would be a third damage etc. What I was wondering is what would the best way to calculate a DC for save or suck/die spells. His suggestion was to make it a d12+caster level against a DC of SR+CR+5.

So a CR 15 monster with SR 2 would have a DC of 22. This also means that for a CR of equal level, the SR will determine the difficulty of the DC in a meaningful way. An SR of 1 means you always need 6 or better on the d12 giving you about a 58% chance of success. SR 2 means you always need a 7, etc up to SR 12, which means you need a 12 on the d12 to succeed.

So that was the idea. We also thought about typing SR like DR is but didn't really talk it out all to much yet.

Any comments, suggestions or ideas?