Roaghaz

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****** Venture-Agent, Australia—QLD—Gold Coast 64 posts (70 including aliases). 7 reviews. No lists. No wishlists. 50 Organized Play characters.


Verdant Wheel

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These are great, any chance were gonna see more?

Verdant Wheel

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i love all the puppers but ERMAHGAWD LONGBOI!!! i wants to pat it


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Anyone know how to get the maps for this adventure as the paizo decided to make it impossible copy or extract the maps from the PDFs and havent made them available elsewhere.

Trying to run this online and im about to cancel it as i waste more time on a damn map then prepping the game.
Maps arent available on Roll20 and no-one want to use fantasy grounds Good job

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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1 hr nauseated effect from searching through B3 is a little strong it effectivley puts any PC who fails out of the rest of the scenario, you wouldnt stop for an hour in the middle of a complex you are infiltrating with NPCs clearly in the room/area next to you.

I had a group of 4 PCs one of whom searched and failed the save and was out ofthe rest of the scenario.They also didnt have any computers in the entire party so had no way to hack the computers and missed all that info and didnt waste any time there.

1 hr seems a little long considering the shortness of the dungeon and the effect of nauseated

Verdant Wheel

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Thats it i v'e had enough you have had more then enough time to sort out your customer service problems which have been ongoing for months now. I am still waiting to hear a reply from a email 3mths ago, nor are you replying to forum threads ive had a post up for 2 weeks with no reply (both different issues). The last update on your status was Nov 15th almost a month ago, You quite obviously do not care about your customers and fan base. Please cancel the following subs on my account as of today

Pathfinder Adventure Path
Pathfinder Lost Omens
Pathfinder Adventure
Pathfinder Player Companion
Pathfinder Rulebook
Starfinder Adventure Path
Starfinder Maps
Pathfinder Special Edition Rulebook

Verdant Wheel

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Just tried replacing order now its telling me my voucher is invalid (probably because it was applied to the previous order) and i cant use it.
I was able to use a different gift certificate and place an order so the system seems to be working atm but that doesnt do anything for my wasted gift certificate.

I still havent heard back from anyone in regards to the email i sent on the 28th of September

Seeing as this has been front page for a week and no response from the Reps id say there scam is working as intended.

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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Congrats to the Winner, this is a nice pantheon.

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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Yep your original text works fine your right the problem appears to be when i save the macro it converts the &#44 to actual commas so if you use it again the commas do there comma thing and break it,

OK see what i did wrong seems that it only messes up if your using it as a macro in the macro tab menu (i was making a macro to give all players access to use if they wanted to check a condition they could roll it themselves), works perfectly fine on an actual character sheet macro.

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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Awesome macros
I tried the Conditions Macro, the commas (the &#44 in the above text translates to a comma on roll 20) break the macro ie if flat footed is selected it prints the info up to the comma and stops- " Flat Footed At the start of a combat"

I copy pasted into a word doc and did find/replace on the &#44 to remove it works perfectly as intended heres the updated macro text without the commas

&{template:default} {{=?{
| Asleep, **Asleep**
You are sleeping and helpless. While asleep; you take a –10 penalty to Perception checks to notice anything. If you succeed at a Perception check to notice something despite the penalty; you automatically awaken. You are also awoken if you are slapped or wounded. An ally can wake you as a standard action.
|Bleeding, **Bleeding**
You take the listed amount of damage at the beginning of your turn each round until this condition ends. Your bleeding can be stopped with a successful DC 15 Medicine check as a standard action; or through the application of any ability that restores Hit Points. If you take two or more bleed effects; you take only the damage from the worst effect.
| Blinded, **Blinded**
You cannot see. You are flat-footed and take a –4 penalty to most Strength– and Dexterity-based skill checks and to opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. You can’t observe other creatures; which means (among other things) that you treat all creatures as having total concealment (50% miss chance). You must succeed at a DC 10 Acrobatics skill check to move faster than half speed. If you fail this check; you fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Creatures that become blinded but that have a precise sense other than vision still automatically fail all checks and activities relying on vision; but they suffer none of the other effects.
| Broken, **Broken**
Items that have taken damage in excess of half their total Hit Points gain the broken condition; meaning they are less effective at their designated tasks. The broken condition has the following effects; depending upon the item.
If the item is a weapon; any attacks made with the item take a –2 penalty to attack and damage rolls. Such weapons can’t deal extra critical effects on a critical hit but still deal double damage.
If the item is armor; the bonuses it grants to AC are halved; rounding down. Broken armor doubles its armor check penalty to skill checks.
If the item is a vehicle; it has a –2 penalty to its AC and collision DC; its Piloting modifier decreases by 2; and its full speed and its MPH are halved.
If the item is a tool or a piece of cybertech or biotech that provides a bonus to ability checks; saving throws; skill checks; or speed (including new movement speeds); those bonuses are halved; rounding down (minimum 0).
If the item does not fit into any of these categories; the broken condition has no effect on its use.
Items with the broken condition; regardless of type; can be resold for only half the normal resale value (usually 5% of the item’s purchase price). Any item can be repaired with a mending or make whole Spell cast by a character with a caster level equal to or higher than the item’s level. Items lose the broken condition if the Spell restores the object to half its original Hit Points or higher.
In addition; magic items can be repaired with the Mysticism skill; and technological items can be repaired with the Engineering skill. Hybrid items can be repaired with either skill. Most repair shops (magical or technological) charge 10% of the item’s original purchase price to repair such damage (or more if the item is badly damaged or ruined).
| Burning, **Burning**
You are on fire. As long as you have this condition; at the start of your turn each round before you take any actions (or attempt the Reflex saving throw described below); you take the listed amount of damage as fire damage (or 1d6 fire damage; if no amount is listed in the effect that causes burning). Fire damage from multiple sources that inflict the burning condition is cumulative.
At the end of each round you are burning; you can attempt a Reflex saving throw to remove this condition. The DC of this saving throw is equal to 10 + the amount of fire damage you took this round from the burning condition. If you succeed at this saving throw; you lose the burning condition. You can attempt a new saving throw each round you have this condition; and you receive a +2 bonus for each previous saving throw you’ve attempted in consecutive rounds.
You can also automatically end this condition by jumping into enough water to douse yourself. If you don’t have enough water on hand; you can spend a full action to roll on the ground or otherwise smother the fire to attempt a new saving throw with a +4 bonus (plus any bonuses from previously failed consecutive attempts) to end the condition.
| Confused, **Confused**
You are mentally befuddled and can’t act normally. You can’t tell the difference between ally and foe; and thus you treat all creatures as enemies; even your closest friends and family; if applicable. An ally who wishes to cast a beneficial Spell on you with a range of touch must succeed at an attack roll against your Energy Armor Class; since you cannot be considered a willing target. If you are attacked while you’re confused; you always attack the creature that last attacked you until that creature is dead or out of sight; unless it is otherwise impossible for you to attack it that round. While confused; you can’t make attacks of opportunity against any creature or thing that you aren’t already committed to attacking.
If you are not devoted to attacking a target; roll on the following table at the beginning of your turn each round to see what you do in that round.
d%
Behavior [[1d100]]
1–25
Act normally.
26–50
Do nothing but babble incoherently.
51–75
Deal 1d8 + Str modifier damage to self with item in hand.
76–100
Attack nearest creature.
If you can’t carry out the indicated action; you do nothing but babble incoherently. Attackers are not at any special advantage when attacking you.
|Cowering, **Cowering**
You’re frozen with fear. You’re flat-footed and can take no actions.
|Daze, **Dazed**
You are unable to act normally. You can take no actions but have no penalty to your AC. A dazed condition typically lasts 1 round.
|Dazzled, **Dazzled**
You are unable to see well because of overstimulation of your eyes. You take a –1 penalty to attack rolls and sight-based Perception checks.
|Dead, **Dead**
You are dead when you have 0 Hit Points; are not stable; and have no Resolve Points remaining but would lose RP due to dying or taking damage while dying. (See Injury and Death for more information.) You can also die from ability damage; ability drain; or negative levels; or by taking massive damage.
When you are dead; your soul leaves your body and you are unable to act in any way. You can’t benefit from normal or magical healing; but you can be restored to life via magic or technology capable of such a feat. Your dead body decays normally unless it is preserved; but anything that restores you to life also restores your body either to full health or to its condition at the time of death (depending on the spell or device that’s reviving you). Either way; you need not worry about decomposition; rigor mortis; and other conditions that affect dead bodies after you are resurrected.
|Deafened, **Deafened**
You can’t hear. You take a –4 penalty to initiative checks and opposed Perception checks; and you automatically fail Perception checks based on sound. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
|Dying, **Dying**
A dying creature is unconscious and near death. Creatures at 0 Hit Points that have not stabilized are dying. A dying creature can take no actions and loses 1 Resolve Point each round at the end of its turn unless it is stabilized. A dying creature can spend a number of Resolve Points equal to one-quarter your maximum (minimum 1 RP; maximum 3 RP) to stabilize and can then spend another RP in a subsequent round to gain 1 Hit Point and stay in the fight. Stabilizing or being healed above 0 Hit Points ends the dying condition; as does death. See Injury and Death on page 250 for more information.
|Encumbered, **Encumbered**
All of your speeds are reduced by 10 feet; your maximum Dexterity bonus to your Armor Class is reduced to +2; and you take a –5 penalty to Strength– and Dexterity-based checks (or you take your armor’s armor check penalty; whichever is worse).
|Entangled, **Entangled**
You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed; you cannot run or charge; and you take a –2 penalty to your AC; attack rolls; Reflex saving throws; initiative checks; and Dexterity-based skill and ability checks.
|Exhausted, **Exhausted**
You move at half speed; you can’t run or charge; and you take a –3 penalty to your Armor Class; attack rolls; melee damage rolls; thrown weapon damage rolls; Reflex saving throws; initiative checks; and Strength– and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 3. After 1 hour of complete rest; you instead become fatigued.
|Fascinated, **Fascinated**
You are entranced. While you have the fascinated condition; you stand or sit quietly; taking no actions other than to pay attention to the fascinating effect; for as long as the effect lasts. You take a –4 penalty to skill checks made passively in response to others’ actions; such as Perception checks. Any potential threat; such as a hostile creature approaching; grants you a new saving throw against the fascinating effect. Any obvious threat; such as someone drawing a weapon; casting a Spell; or aiming a ranged weapon at you; automatically ends the condition. An ally can shake you free of the effect and end this condition as a standard action.
|Fatigued, **Fatigued**
You can neither run nor charge; and you take a –1 penalty to your Armor Class; attack rolls; melee damage rolls; Reflex saving throws; initiative checks; and Strength– and Dexterity-based skill and ability checks. The amount of bulk you can carry without becoming encumbered is reduced by 1. If you are fatigued; doing an activity that would normally cause fatigue causes you to become exhausted instead. After 8 hours of complete rest; you are no longer fatigued.
|Flat Footed, **Flat-Footed**
At the start of a combat; if you are surprised; you are flat-footed until you become aware of combat and have had a chance to act. Many other effects can cause you to become flat-footed. You take a –2 penalty to your AC and cannot take reactions while flat-footed.
|Frightened, **Frightened**
You flee from the source of your fear as best you can. If you are unable to flee; you can instead fight. You take a –2 penalty to ability checks; attack rolls; saving throws; and skill checks. You can use special abilities; including Spells; to flee; indeed; you must use such means if they are the only way you have to escape while you are frightened. If you are already frightened and become subject to an additional effect that would cause you to be frightened; the duration of the frightened condition increases by the duration of the second effect.
|Grappled, **Grappled**
You are restrained by a creature; effect; or trap. You can’t move; and you take a –2 penalty to your Armor Class; attack rolls; Reflex saving throws; initiative checks; and Dexterity-based skill and ability checks; except those made to grapple your opponent in turn or to escape a grapple. In addition; you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.
You can’t use Stealth to hide from the creature grappling you; even if a special ability allows you to hide when you normally couldn’t. If you become invisible; through a Spell or other ability; you gain a +2 circumstance bonus to your check to escape being grappled; but you receive no other benefit.
|Helpless, **Helpless**
You are bound; sleeping; unconscious; or otherwise completely at an opponent’s mercy. You are treated as having a Dexterity of 0 (making your Dexterity modifier –5); and melee attacks against you gain an additional +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against you.
| Nauseated, **Nauseated**
You are experiencing stomach distress. You can’t attack; cast Spells; concentrate on Spells; or do anything else requiring attention. The only action you can take is a single move action per turn.
|Off Kilter, **Off-Kilter**
You are disoriented and floating in zero gravity. You can’t take move actions to move your speed; crawl; or take a guarded step. You are flat-footed and take a –2 penalty to attack rolls.
You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. See Zero Gravity for more information.
|Off target, **Off-Target**
Your battle concentration is thrown off. You take a –2 penalty to attack rolls while off-target.
| Over Burdened, **Overburdened**
All of your speeds are reduced to 5 feet; your maximum Dexterity bonus to your Armor Class is reduced to +0; and you take a –5 penalty to Strength– and Dexterity-based checks (or your armor’s armor check penalty; whichever is worse).
| Panicked, **Panicked**
You drop everything you are holding and flee at top speed along a random path away from the source of your fear; as well as from any other dangers you encounter. You can’t take any other actions. In addition; you take a –2 penalty to all ability checks; saving throws; and skill checks. If cornered; you cower and don’t attack; typically using the total defense action in combat and nothing else. You can use special abilities; including Spells; to flee; indeed; you must use such means if they are the only way you have to escape.
|Paralyzed, **Paralyzed**
You are almost entirely frozen in place and unable to move your body except to squirm slightly; move your eyes; and so on. You aren’t helpless; though you are treated as having a Dexterity modifier of –5. You can take purely mental actions but no physical actions. If you are flying in the air when you become paralyzed and your flight is dependent on physical means (such as wings); you fall. If you are swimming when you become paralyzed; you could drown (see Suffocation and Drowning on page 404). A creature can move through a space you occupy; whether or not it is your ally. Each square you occupy; however; counts as 2 squares to move through.
|Pinned, **Pinned**
You are tightly bound and can take few actions. While you are pinned; you can’t move and are flat-footed. You also take an additional –4 penalty to your Armor Class; attack rolls; Reflex saving throws; initiative checks; and Dexterity-based skill and ability checks (these penalties replace those from the grappled condition and also apply to attempts to grapple your opponent or free yourself; see Grapple). You are limited in the actions that you can take. You cannot take any action that requires the use of any of your limbs; but you can always attempt to free yourself; usually through an attack roll or Acrobatics check. You can’t make attacks of opportunity while you are pinned; but you can still take verbal and mental actions; such as Spellcasting.
|Prone, **Prone**
You are lying on the ground. You take a –4 penalty to melee attack rolls. You gain a +4 bonus to your Armor Class against ranged attacks; but you take a –4 penalty to your Armor Class against melee attacks. Standing up from prone is a move action.
|Shaken, **Shaken**
You take a –2 penalty to attack rolls; saving throws; skill checks; and ability checks while you have the shaken condition. If you are already shaken and then become subject to an additional effect that would cause you to be shaken; the duration of the shaken condition increases by the duration of the second effect.
|Sickened, **Sickened**
You take a –2 penalty to attack rolls; weapon damage rolls; saving throws; skill checks; and ability checks.
|Stable, **Stable**
If you were dying but spent Resolve Points to stabilize (see Using Resolve Points); or if you received healing from an ally; you are stable. You are no longer dying; but you are still unconscious.
|Staggered, **Staggered**
You can take a single move action or standard action each round; but not both; nor can you take full actions. You can still take swift actions; but not reactions.
|Stunned, **Stunned**
You drop everything you are holding; you can’t take actions; and you are flat-footed.
|Unconcious, **Unconscious*
You are knocked out and helpless. Unconsciousness can result from having 0 Hit Points.} }}

Verdant Wheel

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Devastation Bob wrote:
I'M not crying, YOU'RE crying!

i'm not crying it's just space dust in my eye

Verdant Wheel

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Damn i love it, can we have a Buddy 2.0 pregen from the new classes?

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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roysier wrote:

To get this thread back on track:

A - I anticipated annoying Goblins in many sessions
B - I created a character concept to push back on this anticipated game annoyance. I thought the concept would help me find PF2 interesting.
C- The goblin characters I played with acted norally. Honestly they could have been humans or anything else. So they were not annoying but also not role playing IMO.
D- Because I've already made 40 PFS characters coming up with interesting new concepts in the same PFS setting is difficult. So just replacing the concept of being a anti-goblin concept with something else is not easy. I guess I'm just not creative enough to find a 41st character concept that I find interesting.

Conclusion - In my experience most people playing goblins are not being disruptive.

If i can make a suggestion pick your favourite PF1 character and make there child a lonf g lost illegitimate child or there kid who was raised on legends of there parents adventuring tales they can be of similar class but have a new identity, a local player has been creating these for all his PF1 characters his Bloodrager characters child is a barbarian

Just cause you have to make new characters doesnt mean the legend/tales of your favourite characters has to end

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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Sweet i cant wait for you to change the alphabetical search function i agree its not very functional. Good to hear there's possibility of a downloadable version, i have for the last couple of years kept a printed out version in my gm kit for players to reference at the table. Thanks for the update

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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yes i thought that too but if you read the skills most of them have the prerequisite of "trained in x skill" so unless the guide says you can select the skill and ignore the prerequisites, i assume you would still need to be trained in the associated skill skill.
plus by 5th level you can get trained in another skill so could pick the associated skill by then.

Verdant Wheel

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the artwork in the book is simply amazing i was soon distracted by looking at it and forgot to read the statblocks. That blue gremlin is awesome

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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I believe as per the blog there is one per season "In 11 years, the Society's accomplished so much, and there's a unique background for each season" This is probably just a small taster of what is to come for Society upon release

Michael VonHasseln wrote:


2) Will there be others tied to the major story arcs from previous Seasons? I know this is only a preview, but it would be remiss to not look to ALL the meta-plots for inspiration. It seems like there should be one related to the Worldwound conflict for Season, one tied to the search for the Sky Key in Season 6, for surviving the concerted assault of the Aspis Consortium in Season 7, or for the exploration of the Elemental Planes in Season 8. I look forward to seeing what can be developed for providing backgrounds related to all the Seasons.

Verdant Wheel 3/5 5/5 **** Venture-Agent, Australia—QLD—Gold Coast

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I loved the story behind the Scourge of the Farheavens and cant wait to learn more in our next installment and then GOBLINS are my favourite creatures in Golarion the little mischievous scamps that they are. Dunno if im more excited to play or run this one.