Golden Orb

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Cathedral:
In response to Father Zantus, Sazzat responds, "Yeah demons and devils and their ilk for some reason have always seemed to have an interest in me since the accident. Not exactly sure why since I have never had an interest in them beyond ridding the world of them. As for the taking of my finger being a boon for a useless answer to a question seems extremely excessive but just reinforces my resolve not to make any more deals with evil beings as they surely cannot be considered trustworthy in any way, shape, or form. Further I do not necessarily consider it all that much of boon as I depend upon my fingers in my profession."

OCC: Note Rizz I would think the missing finger would cause a penalty to his fine manipulation skills like Legerdermain and Disable Device but you have not outlined such a penalty so I would think a -1 or -2 per missing finger seems appropriate.


OCC: William it seems that you can. I can sort it out if necessary.


Something I tell everyone hunting for a job -- it is a numbers game.

The more resumes you get out the door, the more interviews you will get, the more interviews you get the more second interviews you get (assuming they do a second interview), the more second interviews (or first interviews) you get the more job offers you will receive

Thus it all starts with the drudgery of getting those applications out there for the kind of work you are looking for.

Stay focussed and do not dispare you will get something in time. Also do not stop until you have actually landed a job as you might get a better offer in the meantime and actually have a choice.

Stay firm and stay the course and you will reach your harbor of safety.


Okay so the frontline of the heros consisted of Dáin, Stone and Grün and the frontline of the Goblins consisted of 1, 2, 3, 4, 5 where 3 ended up dying that round (aka not the first round of combat).

Also when one is presented with multiple targets to again reflect the chaos of combat they roll 1d? (however many opponents they could attack) to see which opponent they actually do attack --or-- they can focus on one individual allowing the others to gain a bonus to hit them (which most do not do).

Regardless
... The 3 Goblins facing Dáin have a +1 To Hit because Stone cancels Goblin 3 leaving 2 on 1

... The 3 Goblins facing Stone have a +0 To Hit because Dain cancels Goblin 3 and Grun cancels Goblin 5 leaving 1 on 1

... Goblin 5 has a +3 To Be Hit because Stone cancels Goblin 4 leaving Grun and the 3 Tiny Monsters leaving 4 on 1

Note I do not recall who attack who in that round (as that was random) but those were the bonuses.

I hope that helps. Yeah I know it can be a bit confusing at first but really works out quite well and you end up getting a truly chaotic battle as a melee battle should actually be.


I think I stated I was okay with whatever the GM wanted to do, Maps or TotM is find by me.

Note I do a sort of TotM with a postional layout to give folks some idea of where things are with the understand that battle is chaotic and no one is like standing in an actual spot.

Further I use a different form of Flanking system that caters to TotM in that if you out number your opponent you are Flanking them but you get a +1 Flanking Bonus per individual over 1 up to a maximum of +4. Note I use with or without maps as it does away with the clunky mechanical mechanics of needing to be on the opposite side of someone on a map.

Here is an example of a positional map that I use:

Snapper ................. Goblin 1
Salaha .... Dáin ...... Gobiln 4
................................. Goblin 2
William ... Stone .... Goblin 5
................. Grün ..... Goblin X ... M1-3

In the above layout Snapper, Salaha, William are in the back row, Dáin, Stone, and Grün are in the front row Goblin 1, 2, 4, 5 are in melee and Goblin 3 is dead X and the M1-3 are the 3 tiny summoned monsters that had appeared and attacked Goblin 3 that round.


Willing to join in when a firm idea of what you want is put up and when you plan to start is known.


Well GM Drake since you still seem to have room and while my appearance in the recruitment threads are not daily my appearance in games is usually daily. Further I would be willing to fill any vacant slot that you currently need filled. Look forward to hearing from you, I will try to check back here but a DM on Paizo will be even better as that I am assured to see almost immediately.


thnx for the heads was going to post yesterday then got handed something I need done asap that was only supposed to take 155 minutes to complete took like 11 hours


Well we are still putting things and I am not sure when those that were interested in playing on Discord are going to want to have the game but your welcome to apply and if we can get it to work out you definitely be part of the crew.


Check: 1d20 ⇒ 14


First and foremost -- two -- the game was never stated to be only RaW mainly because I do not believe in RaW as a thing for it does not actually exist and thus when stated it is basically a lie. Further I would simply have stated upfront if it would be GaW which would have been accurate had I even intended to do that. So nice lie and redirection RHMG Animator

Only Read If Your Really Want To:
Now one -- fact -- checking to see if the Elephant in the Room is being used upfront is mostly only checked by those who are in fact requesting that it be used and definitely not by someone that expected the game was going to be 98+% GaW. So again nice lie and misdirection.

Now three -- yes you mentioned the Race was to be a test run and you also stated you expected the game to be RaW (aka GaW) which is an oxymoron and thus a lie since you cannot not have both. Therefore the mere acceptance of a potential completely non-existent race for whatever reason means you definitely knew immediately that the game was not 98+% GaW nor did you want it to be that. Next, as I stated, yes I alterred that race to make it more balanced because it was (1) badly themed (2) over powered but then I am sure you knew this for I have been informed that you tried to use this race before and were denied for basically the same reason -- it was over powered -- now instead of just denying you and not letting you play it, I instead tried to work with you and make it a balanced race. Next I fully understood all the effects of all the changes I implemented you just did not like them because they nerfed your over powered race that you wanted to "test" aka play in a game you expected to be 98+% GaW. So again nice redirection but still a lie.

The other part about my not having payed 100% attention to you when juggling more than one player -- well surprise, surprise that happens. Yes I realize you felt you were all that and should be the center of attention but you were not nor will you ever be, regardless of whose game you join and especially not in a game that was specifically created for other players and simply opened up for anyone else that might want to join in.

Next yes I do not have all of the information within PF1e committed to memory and I did an extensive online search for Stalker and did not find it anywhere further your link does not even take you to it so it must not exist or must be extremely difficult to locate and further that is not Aonprd which you again stated you felt the game would be focused on 98+% so once more another bit of misdirection to try and hide your lies.

Next you can only not trust a GM's "Idea of Balance" when they do not let you run an obviously overpowered race which was designed to be specifically over powered so you could test your completely unbalanced race and most likely a min/maxed character that would have followed from it. Again more misdirection to hide your obvious lies.

Now we are back to the -- its not Pathfinder 1e out of the box -- disregarding that you wanted to play something definitely not out of the box -- that is hypocrisy and thus a lie about your intentions you are just hoping you can mask your lies with confusion.

Now the opening recruitment said it was Pathfinder 1e with NO mention of whether it was going to be predominately GaW or if it was not going to be such and you only became upset about it when you were not allowed to test your Over Powered extremely homebrewed race in a game that was not created for testing such a thing. For the recruitment clearly stated this was a game for a couple of specific players and all I was doing was opening it up to allow anyone potentially interested in playing -- because I run a very newbie friendly game and this one would be going through and helping a player learn the basic fundamentals of the game.

Again it did not state that there would be no modifications and being allowed to present a very customized homebrew race screams upfront that I am willing to play with the guidelines to make the game more fun for my players and you had the opportunity but obviously did not really want to play that customized homebrew race unless you could play the over powered version of that race. So again nice misdirection to try and cover up for all your lies.

Oh and this lets everyone else know, that strangely tend to follow me or at least recruitment and discussion threads in general, that you are a player that is up to no good. So good luck in getting that over powered race tested now -- especially since this is at least strike out number two and perhaps more with you trying to get to play it.

Lastly this is Pathfinder 1e and all that means is this uses the basic core of the mechanics found in Pathfinder 1e -- the skills, the classes, the races are all Pathfinder 1e rather than say DnD 5e which while a similar system has significant differences within the mechanics. Yeah not Pathfinder 1e GaW but again you knew that was not the case when you were allowed to submit your completely homebrew race -- so any complaints thereafter and your childish temper tantrum just shows how big lie you are spinning.


Further -- RHMG Animator -- do not post to this recruitment or this game anymore as you are no longer accepted here and any further posts by you will be reported as harrasment.


Yes this is not Pathfinder 1e RaW as there is no such thing as RaW but only GaW Guidelines as Written specifically stated by those Guidelines

But it should also be known that the individual complaining about RaW was wanting to play a completely Homebrew race that they had built from using the Race Building Guidelines which do not appear on Aonprd.

So basically RHMG Animator is posting an extremely hypocritcal statement in that he did not want a RaW game but because I was not letting him enter with is OP Race as it stood he began complaining about the other modifications I am using to make the game more fun for the other players.

But yes one should expect in this game that I am running explicitly for a couple of other players mostly that, like always, there will be modifications to the GaW (Guidelines as Written) per what those Guidelines say a GM should feel comfortable with doing. Use what works and discard or modify what does not.

So yes if a player wants to play a custom race (like RHMG Animator wanted to) then I will try to accomodate that.

If someone wants to play a custom/modified class then I will try to accomodate that.

As for Feats and Traits those tend to have the least amount of adjustments but then (again interestingly enough RHMG Animator requested the Elephant in the Room Feat Tax which again is not RaW nor GaW nor on Aonprd so more hypocrisy). Still I am going to use parts of the Elephant in the Room just not necessarily all of it.

As for Spells since there are currently no spell casters there really is no adjustments going on there but if there were any spell casters I would share with them my view on things in that venue and get their input on that. Most players have no issue with with any tweaks I make to spells.

As for mechanics I am not sure there are any actual changes there or at least none that I recall off the top of my head but I am sure we will cross that bridge once we get to it.

However when all is said and done all modifications get posted for easy look up under the campaign tab for players to reference anytime that they like.


Well RHMG Animator that is your call -- I also said I was running this for someone else and they are currently quite excited with what I am presenting and while I did not wave a big red flag saying that there would be alterations to the Guidelines what I am doing is actually covered within those Guidelines.

Further I even mentioned things about not worrying about the Guidelines if there is something you wanted to. Like for instance your requested Race does not only not exist within the Aonprd Guidelines it does not even exist in any guidelines anywhere that is associated with Pathfinder 1e and you were creating it completely homebrew from something slightly related from a DnD 3.5 guideline.

Therefore there ws nothing that I said nor that I am doing that is a lie. While your stance is rather hypocritical since what you wanted was completely homebrew meaning you were not even going to abide by what you claim was the reason you joined. Still not a surprise all-things-considered. Still I have to thank for the walk through the Race Building Guidelines as that helped me better refine balancing the races.


Thanks G-Unit for you understanding on that and I look forward to working with you on your character's background. Just keep in mind the world we are going to start in is currently in a sort of cloud state meaning I have an idea for the starting place and some of its immediate surrounds which will allow to pretty much merge in just about any backstory that we end up coming up with.

Okay RHMG Animator no Goblins do not necessarily need Dark Vision to be Goblins and be effective in the dark it just means that in this rendition -- which will definitely not be a mirror of the manga but simply be borrowing concepts from it -- they have another means of navigating within the dark which depending on whether the PCs learn this information or not could affect how the PCs end up dealing with Goblins in an effective manner.

Next RHMG Animator if you have issues with a not by the RaW (Rules as Written) but rather a by the GaW (Guidelines as Written) which explicitly states that a GM should feel free to use what works and discard or alter what does not work for their game. So I adhere to the GaW and I will state up front that there will be alterations to the GaW that I have used in all my PF1e games quite successfully. So if that is a problem for you then I am not sure this is the game for you. However, if you are willing to give it a try and see where it goes (as you might just enjoy those changes) you are more than welcome to stick around and I will do my best to create game content -- (cannot guarantee the mechanics part will not change) -- that will hopefully be enjoyable to you.

This also means I am perfectly committed to creating a version of your Race that you want to play although it might not be exactly what you intially outlined. However, if I were a RaW DM I might have issues with your race from a balance stand point as it seems that race was being designed to exploit the Race Building Guidelines rather than just create an actual playable race with a specific flavor.

So let me know how or if you want to proceed with things RHMG Animator


Okay so let us examine first my version of the Human using Race Points:

Human Race Points:
Type: Humanoid(Human) (0 RP)
Size: Medium (0 RP)
Speed: Normal 30 feet (0 RP)
Senses: Normal (0 RP)
Attributes: Attribute of Choice +2 (6 RP); Different Attribute of Choice +1 (3 RP)

Racial Features
Human Versatility: Gain an extra Feat at 1st-Level (6 RP)
Skilled: Gain the Skill Focus Feat or Gain a Class Skill of Choice (4 RP)
Adaptable: Gain +1 HP and +1 Skill Point whenever they gain a level in their Favored Class. They also start with an additional language (3 RP)
Languages: Human and either Dwarf, Elf, Gnome, or Hin (1 RP)
Potential Additional Languages: Any non-secret language (1 RP)

Total Race Points: 24


I will note that the Dwarf is also 24 Race Points and I will be making sure all the other predefined races meet that criterion.

Now let us look at the Half-Frost Folk or Rimy Race that was proposed.

Rimy Race Points:
Type: Humanoid(Human, Cold) (-1 RP)
Size: Medium (0 RP)
Speed: Normal 30 feet (0 RP)
Senses: Low-Light Vision (4 RP)
Attributes: Strength +2 (3 RP), Constitution +2 (4 RP), Dexterity +2 (4 RP)
Cold Resistance: Gain Cold Resistance 5 with a +2 Save vs Cold effects and count as having Cold Endurance as the Prerequisite for Improved Cold Endurance. (4 RP)
Natural Armor: +1 NAC (4 RP)
Cold Breath: Ice Blast (15 ft Cone, 1d6 Cold, 1/day) (4 RP)
Heat Weakness: They treat all environments as though they are one step hotter. (-2 RP)
Languages: Human and (see below) (1 RP)
Potential Additional Languages: Auran, Draconic, Dwarf, Elf, Giant, Goblin, Ork
Half Race Addition (See Below) (9 RP)

New Feat - Improved Cold Endurance Prerequisite: Cold Endurance, Fortitude Save +4 per time taken (aka 1st-Time +4, 2nd-Time +8, 3rd-Time +12). Gain Cold Resistance +5. This feat can be taken multiple times; its effects stack. One cannot gain more than Cold Resistance 15 as a result of taking this feat.

Total Race Points: 34 RP (10 RP greater than allowed)

Half Elf
.... Type: Humanoid(+Elf) (-1 RP)
.... Language: Elf (0 RP)
.... Elf Immunities: Racial Bonus +2 Save vs Enchantment Spells and Spell-like Abiliities and Immune to Sleep and Magic Sleep effects. (6 RP)
.... Silent Hunter: Gain a +2 Trait Bonus on Stealth checks, and Stealth is always a Class Skill. (4 RP)
........ -- or --
.... Elf Magic: Elves receive a +2 Racial Bonus on caster level checks made to overcome Spell Resistance. In addition,they receive a +2 Racial Bonus on Spell Craft checks made to Identify the properties of magic items. (4 RP)
........ -- or --
.... Fey Sight: Gain Detect Magic as a constant spell-like ability, with a caster level equal to character level.

Half Human I
.... Type: (No Change) (0 RP)
.... Language: Ork (0 RP)
.... Bonus Feat (Cunning): Gain 2 additional skill points per Hit Die. (4 RP)
........ -- or --
.... Bonus Feat (Dual-Minded): Gain a +2 Racial Bonus on all Will Saves. (4 RP)
.... Weapon Familiarity: Gain proficiency in Battle Axe, Pick (Light and Heavy), and Bow (Short, Short Composite, Long, Long Composite). If they are already proficient with Martial Weapons due to their 1st-Level Class then they gain Weapon Focus with one of these weapons of their choice. Also they treat all weapons with the word "Frostfell" in its name as a Martial Weapon. (4 RP)
.... Stalker: ??? Have no clue what this is but cannot be worth more than a modified 1 RP (aka 1/4 of a Feat or 1/2 a Trait)

Half Human II
.... Type: (No Change) (0 RP)
.... Language: Giant (0 RP)
.... Giant Ancestry: Gain a +1 Size Bonus to CMB and CMD, but gain a –2 penalty on Stealth checks. Their carrying capacity increases by 50% and they stand 7 to 8 feet tall and they are considered Larger than a Medium Sized creature when it comes to Intimidation checks thus gaining a +4 Size Bonus to Initimidation checks vs Meduim Sized or smaller creatures. (4 RP)
.... Weapon Familiarity: Gain proficiency in Battle Axe, Pick (Light and Heavy), and Bow (Short, Short Composite, Long, Long Composite). If they are already proficient with Martial Weapons due to their 1st-Level Class then they gain Weapon Focus with one of these weapons of their choice. Also they treat all weapons with the word "Frostfell" in its name as a Martial Weapon. (4 RP)
.... Stalker: ??? Have no clue what this is but cannot be worth more than a modified 1 RP (aka 1/4 of a Feat or 1/2 a Trait)

Note: I removed the Half-Elf - Half-Frost Folk extender as that would have been Three Quarters-Frost Folk - One Quarter-Elf and I did not consider that viable. Could have gone Half Ork Half Frost Folk but that was not supplied.


So RHMG Animator I hope that helps you see what I am looking at and striving for when I go to balance a race against other races -- the Race Building Guidelines are horribly unbalanced as they stand. I personally believe they were engineered to make the current Races appear balanced which sadly they were not and thus this broke the entire concept of creating a system to build balanced races from scratch.

Oh and folks keep in mind that a Trait should equal about half of a Feat and all Feats should be about equal in power. So if you find a Trait or a Feat that you feel might be over or under powered and you want to take it then please bring it to my attention and we can address it. I have fixed a few Feats and Traits in the past but I would have to dig them up and then if no one wants to take them its wasted time. So I will reserve that for feats that only the players are wanting to take.

That being said and I am not sure if anyone is even taking this but the Meta Magic Feats for Arcane Spell Casters are not as costly as they are outlined. To help you understand many Meta Magic Feats will simply cost another spell slot of the same level while a 50% increase in power is only a 1 level step up and 100% increase in power is only a 2 level step up. This is based off of the actual spell power levels when comparing one spell of one level to another spell of a higher level spell.


Well also keep in mind that you are a 1st-level character which basically most of your background deals with training to become what you are.

So maybe your character was not betrayed but their mentor was and the metnor was able to pass information onto the charcter that gave a clue without the entirety of the information as to the betrayer or the entirety but the character would not be able to prove the betrayal nor take this individual on by themselves at your current level and of course speaking out without prood would do nothing but perhaps get them to mysteriously disappear never to be heard from again or meet an unfortunate fatal accident or encounter

The path you choose kind of depends upon what you would like to pursue as a player -- a complete mystery or a known power struggle


I am not sure but I think Psychic or Mental Damage was not included


RHMG Animator has request to play a Half-Frost Folk which they made a conversion of from DnD 3.5e I believe. We have been discussing this in PM but I am bringing it here so everyone can see what we are doing and get a better idea of how I think balance is maintained. He used the Race Building Guidelines as found in PF1e Advanced Race Guide however I do not agree with those Guidelines as they are written as they are not consistently balanced and further I require all my Races to be of equal worth so that no Race is better than another Race they are just different. Now my version of balanced Races was built before the Advanced Race Guide book was published but I have been looking an converting my version over to a modified version of that Race Building Guide which I have not completed as of yet.

Rimy Race or Half-Frost-Folk Version C:
Type: Humanoid (Sub type(s) vary pending heritage) +0
Size: Medium +0
Speed: Normal +0
Abilities: Advanced- (+2 STR,+2 DEX,+2 CON) (+3 RP)
Stats Final: +2 STR, +2 DEX, +2 CON
Languages: Standard Array +1 (Common +Ethnic_Lang, Bonus; Elven, Dwarf, Giant, orc, goblin, draconic, Auran)
Racial Abilities:
Frost Folk Resistance +1 (1 RP) (Trait details below)
Natural Armor +1 NAC (2 RP)
Ice Blast (15ft Cone, 1d6 Cold, 1/day) (1 RP)
Dark Vision[b] 60ft (2 RP)

[b]Weakness: Weak to Heat (-1 RP)

----9 points

Racial Base (see below) +4
Total RP: 13

Racial Base
Elf: (+4)
Subtype: Elf
Ethnic_Lang: Elven
Silent Hunter, Elven Magic, or Fey-Sighted (2 RP)
Elven Immunities (2 RP)

Half-Elf (+4)
Subtype: Elf and Human
Ethnic_Lang: Elven
Elven Immunities (2 RP)
Dual-Minded, Adaptibility or Multi-Talented (2RP)

Human I (+4)
Subtype: Human
Ethnic_Lang: Any one Ethnic Human Language
Static Bonus Feat[/b] (Cunning) or Dual-Minded (2RP)
Weapon Familiarity (Battle Ax and Pick any 2 Frost-fell exotic weapons) (1 RP)
Stalker (1 RP)

Human II (+4)
Subtype: Human
Ethnic_Lang: Any one Ethnic Human Language
Giant Ancestery (3RP) (Height range is now 7 feet to 8 feet tall)
Stalker or Weapon Familiarity (Battle Ax and Pick any 2 Frost-fell exotic weapons) (1 RP)

----

Frost Folk resistance
Gains 5 Cold resistance and count as having Cold Endurance as prerequisite for Improved Cold Endurance and can take Improved Cold Endurance up to three times. And the Fort Save prerequisite for Improved Cold Endurance is cut in half to +3.

Weakness to Heat
Character has the temperature band shifted one band warmer then normal
i.e for a normal character warm is warm, but for those with this weakness the warm band is the hot band. And hot band requires saves against the heat to avoid non-lethal damage and fatuge. Unless they take steps to gain protection from the heat or reduce it.

If this is too Much RP, I can drop the Natural Armour, to get it to 11 RP

Next I want inform everyone that there are no normal Humanoid Races nor Creatures for that matter that have Dark Vision considering that in our Real World there are no creatures that possess such an ability. The closest we have is Infrared Vision possessed by an extremely few creatures.

That being said you will find that all of my non-magical creatures will not possess Dark Vision they will possess Low-Light Vision and/or some other sense that allows them to navigate in the dark if they are not the kind that would use an artifical light source.

This means the most the bad guys will need an artificial light source just the like the good guys do.


Okay RHMG I have those rolls now and we can go with those.

Oh and RHMG and G-Unit if you are aware of the Feat Tax Guidelines I will be using them on a case by case basis as I do not fully agree with all of them but I definitely do agree with some of them.

First that I definitely agree with their call on Weapon Finesse and as such this is no longer a Feat and it is just something that anyone can do that is using either Light Weapon or a Weapon with the Finesse quality.

I will also of course be adopting the Deft Maneuvers Feat as the replacement for the normal Weapon Finesse Feat when it comes to the Greater Combat Maneuver Feats as outlined in the Feat.

Note: I will be posting any and all changes to the Campaign tab for easier look up but I just want to get some of these on the table right here during character building.

Also, I will be working with each of you to help you create a more robust background assuming you are interested in giving your character more depth and ties into the world and campaign in general. So do think about those backgrounds.

So here is the revised Human Race -- this race has been balanced to all the other allowable races and no this does not follow the optional Race Building Guidelines becauase I found those to be rather unbalanced as well and I had already created my version prior to those guidelines coming out so I stuck with mine. However, if you want an idea of how I this kind of equates to the Race Building Guidelines -- in my book a Standard Specific Feat would be equal to 4 RPs while a take any Feat you want would be equal to 6 RPs. I have been working (but have not completed) altered set of Race Building Guidelines that reflect a more balance system as this will help me fine tune my version as mine was based on comparing the Racial Feature against what a Feat can give you.

Human Race (Balanced):
Attributes: Gain +2 to any single Attribute and a +1 to any other single Attribute.
[b]Size:
Medium
Speed: 30 ft
Senses: Normal
Human Versatility: Gain an extra Feat at 1st-Level (total 2)
Skilled: Gain 2 Additional Skill Points per Level and the Skill Focus Feat
Languages: Human and either Dwarf, Elf, Gnome, or Hin (halfling)
Potential Additional Languages: Any non-secret language

Oh and yes G-Unit you can swap the Scribe Scroll Feat for the Extra Performance Feat -- however -- the Scribe Scroll Feat is actually Craft Magic Item Feat -- yes a new Feat Tax is in place here.

Magical Crafting Feats:
Craft Magic Item
.... Prerequisite 1st-Level Spell Caster
.... Craft any consumable magic item that is made from a 1st to 3rd level spell

Craft Wonderous Item
.... Prerequisite Craft Magic Item, 7th-Level Spell Caster
.... Craft any magic item that is made from a 1st to 6th level spell

Craft Power Item
.... Prerequisite Craft Wonderous Item, 13th-Level Spell Caster
.... Craft any magic item that is made from a 1st to 9th level spell

Craft Artifact/Relic
.... Prerequisite Craft Power Item, 19th-Level Spell Caster
.... Craft an Artifact/Relic

Also crafting any magic item requires that you have a Recipe by either finding one or making one of your own. Which will also requiring one to buy or find the necessary Reagents needed. Now a magical labratory is not necessarily needed but you do incur a penalty if you do no at least have a basic magical labratory.


No you do not get to adjust the numbers that you rolled as that is not how that works these are your rolls: 18, 14, 14, 13, 12, 11

Therefore those are you numbers going forward to which you get to add your racial modifiers to.

Sorry that you canceled (deleted) the ones in Recruitment thread but these will do just fine and they do average more than a 13 so a solid set of numbers.


Okay thanks and thanks -- and I will be looking at that today -- however you can still make your attribute rolls and I will respond to the Half-Frost Folk in the Discussion that is now in place


Thanks it has been a while since I started a game.


Here be the Discussion Thread


No I asked him to make his rolls here as such could all of you please make your attributes rolls here as that will make you an official applicant. I do not make players create a character first before accepting them as I feel that is wrong on so many levels one of those being respect and I respect all my players.

Yeah I apologise for my previous message as I had forgot about that.

Once that is done then please move to the discussion channel where we can continue talking about things.

Again I have one other player that hopefully will be joining soon so it looks like (unless anyone else joins) that we will be starting with 4 players -- gee that kind of works with that fatal group that started out with goblins rather than rats and bugs


Well present it and I will have a look at it.


Look there is no reason that there cannot be another individual that is similar in nature but different and having more than one skilled fighter type is not a bad thing.

That being said I tend to work with players so that they do not need to multi-class becuase I find the guidelines for multi-classing greatly break the aesthetic of the game. Therefore if you looking to multi-class I would ask how many levels of each class you think you would take and what is it that you are striving to get from each class in order to make a single full class instead of two partial classes.

Also thanks for those insights I had not looked at those yet but the suggestions are quite viable for the reasons you stated and I will be looking at those as I work with the player.

Oh and yes thanks but I already had Guild Ranks and I am looking at how to equate them to character level or character level range. The easiest break down would be 2 levels per rank but I am not sure that is accurrate since it seems that the Goblin Slayer might have exceeded the level of Silver and equating the number of spell slots to Pathfinder 1e that appear Goblin Slayer seems to greatly downgrade the level of Silver so I am guessing each Guild Rank would have a range of levels and Goblin Slayer who is not concerned with that has simply became Silver Rank based purely on the number of Goblins and the difficulty of the Goblins that he has vanquished over time.

Still if any player has an idea on how the Guild Ranks ought to be ran based on that manga it would be greatly appreciated to hear from you.

Oh and be thee forewarned Goblins have levels just like PCs do they just have a racial class that they follow rather than the normal PC classes.


Okay a small update to the game players will start as Porcelin Ranked adventurers in the Adventurers Guild where they will be given tasks to complete and will be rewarded for completing these tasks.

Which initially will be simply coin but eventually may allow the players access to more advanced items currently possessed by the Adventurers Guild.

Again this is based on the request from the newbie as they wanted to play something like the Goblin Slayer Manga

If that helps you with what you create.


Yeah you caught the reference -- although the actual lyrics say Po-ta-toes but I agree that could easily sound like Poe-Tay-Toes as well. So either or is fine by me. That being said I do not even have a clue as of yet what that is going to actually turn out to mean other than they want to be able to throw a potatoe and have it explode for damage.

As for your character I would simply encourage you to play something you think you would have the most fun playing and let me deal with making sure all the players get an equal share of the lime light.


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Okay RHMG Animator and G-unit answers both of your series of questions below.

Okay yes I am using Background Skills but I hope they will be chosen to augment a characters background but that is not required.

Next I am using Traits - 2 plus an additional 1 if a meaningful drawback is taken.

I will update these items under the campaign tab

As for the elephant in the room (aka feat taxes) I am open to it but I am not 100% saying yes to all of it as that is not on aonprd.com -- keep in mind this is game is for complete newbie not only to Pathfinder 1e but role playing games in general. Still some adjustments I would definitely agree with those being the one about Weapon Finesse with weapons you have proficient with and I would expand Weapon Focus to a +1 To Hit and Damage making it actually worth a full Feat. As for the any other Feats both those covered by the elephant in the room and those not covered by the elephant in the room I am open to negotiation and upon agreeing to something I will record that under the Campaign tab.

As for not averaging a roll of 13 or higher with your attributes using the heightened system that I outlined I did specifically state you may choose to roll again until you average (in Discussion) a 13 or better average set of attributes. Thus no need for a "heart attack"

Note personally I do not care what your attributes end up being as frankly I can handle anything that the players end up being. All I am trying to do is make it not so mechanical (aka min-maxing) which is what the point buy system generates and I want folks to have characters that are heroic and fun to play. Sure at low levels those numbers can be fairly significant but eventually they are quite minor.

I mean if I wanted to perhaps balance it out even more I could limit your attribute bonuses to your level thus restricting that extreme boost some folks can get for a very high attribute until they are higher level and where it does not mean as much. Which is something I am now considering as I have never had this idea before but it is a very good game balancing element.

I do not feel I need to go beyond telling non-newbies to please do not power game because you all fully understand what that means as you already fully know how to fully exploit the mechanics. While true newbies will have no clue as to how to garner ever ounce of benefit from the mechanics so that they can exploit those mechanics and make their character far more powerful than a nominally created character. So that is why I am not restricting things beyond say please do not power game as this is a game that is also for a complete newbie.

As to the newbie -- they are looking at a fighter rogue combination we have not fully outlined the class they are wanting to play but yeah it will be a hybrid of some sort of those two classes.

There friend said they wanted to play a spell caster of some type that had eaten a magical po-ta-toe and this gave them their access to magic. Aka Boil em, smash em, stick em in a stew -- assuming you recognize that reference. Like I said something weird but still doable.

I am in the USA CT timezone (and they are in the US as well) but I am not sure when they will want to do the Discord version of the game as of yet. I will assume at this point sometime after 4pm CT but before 8pm CT weekdays and/or sometime on the Weekend and probably only for a couple of hours regardless of when. While I am hoping I can get them to do the majority online in a normal PbP fashion. They are just not familiar with playing a pure PbP game so I agreed to a hybrid version.

Next if you want to play in this game just put forth not only your character idea but anything you as a player would like to see in the game and would not like to see in the game. As I work to make a game that is fun for the players as I can run (and have ran) just about everything.

As to the setting, this is going to be greatly dependent on the players and what you all give me for what you would like to see in the game as well as would like not to see. Of course the current basic theme to the campaign is Goblins Must Die! so that will be a very strong element to the game and the setting if that helps any.

Also keep in mind if there is something you have wanted to play (that is heroic) but could not because there was no class for it then just outline what it is you are wanting to play and I will work with you and create a balanced class that covers that as closely as possible.


Okay so a month from April 5th would have been May 5th which as come and gone are you still working to get players for this game or has it actually started already?


Can you actually give more details to this -- what do you mean by PbP PFS GM School 2024 -- I mean I understand it is Play by Post PathFinder Society Game Master School 2024 but what does that actually mean

Also I am assuming I would need to create a Pathfinder Society 1st-Level Character and get this submitted and approved before being allowed to play. Is that correct?


Hey Hademair_GM if you want any help in the character creation process let me know I would be more than willing to help you out.

That being said can you clarify what you maen by "the right platform" are you saying you will be running on ? "Foundry VTT" ? as I am not familiar with that. Further you are going to find that creating a Play Online Game (POG) is harder to get started and keep going due to time contraints with real-life and real-life hiccups which effect such and endeavor even more than it does a PbP game.


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Going to be creating a game for a beginner and their friend that will start at Level one and the campaign will go from there.

This game will take place here on Paizo as a PbP and it will also be taking place on Discord using voice chat -- so if you are not on Discord and/or do not have voice chat you are probably not going to want to play this game.

The game will have "puzzles" in it as well as a bit of weirdness due to what one the players is wanting to play. It will also deal with trying to eradicate Goblins

That being said players will roll 3d6 take 2 and add 6 within the Discussion Channel for their initial attributes and then arrange them as they see fit.

I will be using aonprd.com for source material, however, there may be elements that could be restricted due to not only introducing a new player to Pathfinder 1e but also to role playing games in general.

Therefore if you an absolute newbie definitely feel free to apply and I will work with you to make a 3-dimensional character and hopefully have a lot fun.

However, if you are a power player I suggest you do not apply, as that would be unfair to the newbies, that is unless you are okay with not play an overly mechaniced PC.

Oh and lastly I take folks on a first come first served basis but with the caveat of just because you were first but then put nothing into creating a character then you may drop in the order in that queue.

Further the last time I opened a game this way I got 15 applicants and I was only taking at most 7 and by the time the characters were finished we only had 7 active players and of those 7 active players there is currently only 1 of the originals still in that game of 5 players. So what I am saying is do not be discouraged if you are not the first to post an interest for I have found someone posting an interest (aka what is called dotting) is about as much commit to the game as the amount of characters that were typed (aka a single dot).


No while it would take the use of the Dark Side twice you can only acquire a single Dark Side Point point during a single encounter.

I will look that back up and find it within the guidelines but I am pretty sure I read that somewhere.

Hey Quen Pah could you possilby make it so that I can post things under the Campaign Tab so that I can start a place for the players to easily reference things that are not per se easily found within guidelines.


One of the large black lizards {B2} lets out an extremely loud bellowing scream that washes over and reverberates through everyone shaking them to their cores and causing fear to well up within them.

Dark Side Fear:
Everyone is restricted on their next Action be it this round for Dream, Piston, Jace, and Waylon or next round for Ardan to a single Swift Action unless they can counter the Dark Side Fear that has just overwhelmed them.

Note Dreamchaser's actions since held are affected immediately reducing him to a single Swift Action this round and thus allows him to act next round normally.

Meanwhile two of other three {B3, B4} shoot out their rather long tongues towards Dreamchaser and Waylon. The one attacking Waylon does not manage to hit but the one attacking Dreamchaser hits and yanks him from where he was to where the creature is and it takes a nasty bite {11 Dmg} of him however the dark viscuous saliva does not seem to effect Dreamchaser. This dispels Ardan's thought that these are mere mental illusions as a mental illusion does not move a physical body in that manner.

The other black lizard {B1} just shakes its head as if trying to shake something off or out of its own head.

OCC: Okay PCs are up, only a Single Swift Action for Piston, Jace, Waylon, and Ardan and a Swift Action for Dreamchaser followed by a normal action and he is standing right next to one of these large black lizards which looks very much like it wants rip him to shreds and eat him.


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Upon landing the ship's sensors detected only a few life forms within the vincinity and the atmosphere is cold with a very high oxygen concentration but also contains traces of toxins requiring those that ventured forth to wear breath masks. [occ]{Note I assume the players took breath masks with them and are using them.}[/ooc]

Upon existing the ship those who are force sensitive feel the presence of the Dark Side which simply grows stronger as they approach the abandoned city.

The city is empty of men, women, and children. Hostile winds whip through the seemingly lifeless streets and between the alleyways of abandoned buildings. Unlike most of the planet, here the unchecked kaluthin has taken over, growing up to 6 to 7 feet tall in some parts of the city. Still the plants fail to mask strewn debris and the occasional decomposing body -- the calling cards of looters and bandits who plundered the city after the unexpected attack almost two years ago.

As the group walks through the discarded remnants of old lives, they notice the empty twin buildings housing the local children's school. To their left, they see faded graffiti on the wall, below a sign that reads "Remembrance Hall". Then a collective chill runs down everyones spines as they make out suspicious red letters that say "Death To The Unfaithful". When they get within about 300 feet of the Academy ruins, they realize that all the kaluthin inside this radius has died off. This area is as dead as the entire planet was perhaps a millennia ago and feel of the Dark Side here is much stronger.

After there encounter with the squibs and ugors, who are basic scavengers, and acquiring the droid they moved on. They soon pass the outer buildings and grounds that surround the Academy proper. The remains of the ciruclar structure are immediately identifiable as Coruscani in design. The majestic white marble tower lies toppled on the ground. Once the group passed the yawning entrance, where the 16-foot-high double doors were ripped from their hinges by someone who valued only their material worth, they find themselves in the entry hall. Even with all the surrrounding devastation, the wonder of this place still remains palpable. The few interior walls still standing are also made of white Seloninan marble, lined with thick veins of silver that form into knots where wall and floor meet. Inlaid cases carved into the entry hall walls are set at about 3 feet off the floor. Less dust-filled spots inside show that their contents were plunder a while ago.

Only some sections of the ground floor remain accessible. Most of the corridors were blocked when the upper floors caved in during the bombardment. The path ahead appears to lead the group either over or under a row of once-dazzling columns at the hall's center, now shattered into pathetic fragments. As the group begins to navigate this obstacle they are suddenly set upon by reptile creatures with the only warning before the assault is a spine-chilling snarl. The group is confronted with horrors wrenched from the realm of darkness. Four giant reptilian, slavering monsters, black as the void and just as soulless, burst from concealment and spring towards them. Encased in their bony skull is a mouth filled with black stiletto like teeth and a charcoal prehensile tongue (earning these beasts their alternative sobriquet of, "Dark Tongues"). Along the back of these creature's 10-foot-long bodies run two rows of sharp spikes, and their four appendages end in huge ebony black claws. These vicious creatures are known to be exotic pets used by crimelords and other beings insane with power.

The Force Sensitives see even more than what those who are not Force Sensitive as these creatures seem to be drenched in the Dark Side to such a degree that their eyes shine red like a Dark Side lightsaber and they literally glow with darkness with even their drool being black in appearance.

OCC: First I need Perception checks and then I need Initiative checks

Initiative: 1d20 ⇒ 6


Or Grün since there are those in your tribe that know Saurian (Lizardfolk) you may take that one instead of Boggard or Gnome as well.


Well the one that Grün was fighting last did go down and I think yes his attack did push it over its edge.

As the layout sort-of shows though -- Grün is far from a 5ft step from anyone right now.

He could, however, easily join in on the attack on the remaining Goblin warrior if wants and have a Flank +3.

He could with a double move get closer to the Goblin spell caster but not get there this round.


Goblin 1 Dáin Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
Goblin 1 Stone Dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Goblin 4 Stone Dmg: 1d4 + 3 ⇒ (4) + 3 = 7
Goblin 5 Stone Dmg: 1d4 + 3 ⇒ (1) + 3 = 4


Dáin swings at a Goblin and completely misses and continues to suffer from the affects of the cloud {Actions -2}

Stone steps closer to Dáin and ferociously howlers at Goblin-2 and even though it is crazed it is still noticeably shaken but then Stone misses hitting the Goblin as stumbles {5ft Step} back a step. Stone is also still affected by the cloud {Actions -2}

Grün attacks and while he hits the blow does not pentrate the Goblin's armor. He remains affected by the cloud {Actions -2}

The 3 bipdel lizards attack and a couple manage to bite the Goblin, whereupon William finishes up with a Force Missile and the Goblin goes down. However William is still affected by the cloud {Actions -2}

Salaha manages to disperse the remaining cloud by fanning it with her cloak and remains unaffected by the cloud.

******* End of Round 4 -- Start of Round 5 *******

Initiative Order:
Goblins

PCs


Goblin 1 Attacks Dáin and manages to strike true {4}

Goblin 2 Attacks Dáin and hits but does not penetrate his armor {Armor 1}

Goblin 4 Attacks Stone and manages to strike true {5}

Goblin 5 Attacks Monster-2 and completely misses.

-------
Goblin 6 Stays Prone and Casts a Spell

Current Status:
Salaha .. AC 18 . HP 22/22
Snapper ... AC 18 . HP 20/9 .. (-2 to All Actions)
Dáin .... AC 19 . HP 37/9 ... (-2 to All Actions)
..... Armor Damage: 6 ........ (-1 AC)
..... Shield Damage: 1
Stone ... AC 24 . HP 37/25 ... (-2 to All Actions)
..... Armor Damage: 2
..... Shield Damage: 1
Grün .... AC 20 . HP 34/6 .... (-2 to All Actions)
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18 ... (-2 to All Actions)
M1 .. HP 10/10
M2 .. HP 10/3 ... (-2 to All Actions)
M3 .. HP 10/10 .. (-2 to All Actions)
..... Summoning 2nd of 3 rnds
.
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP -5 (Shaken -2 for 1 of 4 rnds)
Goblin-3 . HP -17 (Unconscious and dying)
Goblin-4 . HP -4 (Broken Weapon -2 Attack/Damage)
Goblin-5 . HP -11
-------
Goblin-6 . HP -5
Current Layout:
This reflects the sort-of fluid state of combat at this point

Snapper ................. Goblin 1
Salaha .... Dáin ...... Gobiln 4
................ Stone...... Goblin 2
William ................... Goblin 5 ... M1-3 ............ Goblin 6
................ Grün

OCC: Okay it is the PCs turn while some are still affected by the cloud no saves are needed this round as Salaha managed to end the cloud one round early.

If it is not clear the Goblin's current status is prior to the players actions for this 5th round but the players status is post this 5th round.

Grün has a +4 Flanking bonus on Goblin-5 while still being a -2 on All Actions this round.


Opponents::
Goblin 1 Attacks Dáin: 1d20 + 9 ⇒ (8) + 9 = 17
Goblin 2 Attacks Dáin: 1d20 + 9 ⇒ (20) + 9 = 12
Goblin 3 Attacks Grün: 1d20 + 7 ⇒ (14) + 7 = 21
Goblin 4 Attacks Dáin: 1d20 + 8 ⇒ (13) + 8 = 21
Goblin 5 Attacks Stone: 1d20 + 6 ⇒ (6) + 6 = 12
-------
Goblin 6 Lays down and Cast Spell
.
Goblin 1 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Goblin 3 Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Goblin 5 Damage: 1d4 + 3 ⇒ (1) + 3 = 4 (Armor)

Cloud Linger: 3 of 4
Fortitude Save DC 15
Failed: Sickened (-2 All Actions)

Initiative Order:
Goblins

PCs
Round 2:
Salaha .. AC 18 . HP 22/22
Snapper ... AC 18 . HP 20/9 (-2 to All Actions)
Dáin .... AC 19 . HP 37/13
..... Armor Damage: 3
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
Grün .... AC 20 . HP 34/11 (-2 to All Actions)
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18
... Summon Monster II .. 1 of 3
M1 .. AC 15 .. HP 10/10 .. (-2 to All Actions)
M2 .. AC 15 .. HP 10/3 .. (-2 to All Actions)
M3 .. AC 15 .. HP 10/10 .. (-2 to All Actions)
.
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP 0
Goblin-3 . HP -8
Goblin-4 . HP -4
Goblin-5 . HP -11 Shaken 1 of 2 (-2)
Goblin-6 . HP 0

Current Fighting Layout
Snapper ................ Goblin 1
Salaha .... Dáin ..... Gobiln 4
................................ Goblin 2
William ... Stone ... Goblin 5 ..................... Goblin 6
................. Grün .... Goblin 3 ... M1-3

Snapper Disengages and moves back to be with Salaha.

Dáin attacks but Misses and the 3 Goblins now facing him attack viciously. The first Goblin hits but does not penetrate Dáin's armor {armor 2} but Dáin senses that is armor is not quite as good as it once was {-1 AC due to damage thus far}. The second Goblin attacks and lands a solid blow {7} and the third also manages to land a blow.{2}

Stone attacks but Misses and the Goblin attacking Stone clangs his weapon off of Stone's Shield.

Grün attacks but misses the Goblin then suddenly three tiny bipedel lizards appear next to the Goblin he is fighting and attack the Goblin with one of them managing to land a bite. His opponent retaliates and hits one of the tiny lizards in return.

William casts a Summon Monster II spell and three Compsognathus appear and attack the Goblin-3 that Grün is fighting.

OCC: Going into the this next round everyone but Salaha is Sickend (–2 penalty on Attack, Weapon Damage, Saves, Ability/Skill checks)

The Cloud still Lingers everyone also needs to make a Fort Save DC 15 or be Sickened for another round.

Grün now has a +3 To Hit due to Flank but still the -2 due to Sickened but your opponent is also considered Flanked for Precision (Sneak Attack) Strike purposes.

Salaha Shooting at a prone target is a -4 Penalty for which I will just simply increase the target's AC by 4. Just wanted you to be aware of that is all. Oh of course unless you have Precise Shot you would have a -4 To Hit when shooting into melee combat.

Anyone with Spell Craft can make a check to see if they can determine the spell that Goblin just cast. For Arcane Casters it has a DC 16 for Divine Casters it has a DC 20. This is a Free Action with no side pentalty if you Critically Fail


Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6 vs Feint

Stone Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Stone Target: 1d3 ⇒ 2
Stone Inimitdate: 1d20 + 23 ⇒ (3) + 23 = 26
Stone Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Stone Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Snapper Save: 1d20 + 3 ⇒ (10) + 3 = 13


OCC: Okay I am a bit confused, if Loxley and the others went downstairs Sazzat does not accompany them.

However, if we are all still upstairs, then Sazzat is there.

Please provide clarification on who is where. Thank you.


Evesk attacks the Goblin Dog to his left so that he can perhaps move back to the corner where he can have more defensible position.

Warhammer Attack: 1d8 ⇒ 3
Wild Die: 1d6 ⇒ 3
Benny Point
Warhammer Attack: 1d8 ⇒ 5
Wild Die: 1d6 ⇒ 1


Rhaym watched as the princess disappeared behind the seeming wall and then saw Jim follow, so there was no question that he should be able to follow as well and thus moves up and through the wall and upon spotting the spider attacks it.

Attack Spider: 1d20 + 14 ⇒ (7) + 14 = 21
Damage if Hit: 1d10 + 7 ⇒ (2) + 7 = 9


Well so far I am not sure who I would say the defacto party leader is but we do currently only have 4 individuals to potentially take on that roll.

Grün or one of his clients, Dáin, Salaha, or William.

Now I always encourage one player to be the in-game party leader. Note this does not mean they are a dictator -- on the contrary -- as dictators make horrible leaders. All the group needs is someone who makes these kind of keep things moving forward kind of decision and someone that everyone is okay with them making those kind of decisions.

Of course, the group does not always have to have the same leader in every situation but usually consistency helps keep things moving more smoothly. Still up to you all how you want to handle this. I am just tossing out an idea.

I sometimes play this role when I am playing, and as the leader I am always trying to let the light shine on the other players, especially in situations that their character might excel in because yeah you want the best folks doing their best work as tht helps the team in totallity. Further I am always looking for input from the other players to make sure the group is following the general path that everyone is wanting to travel upon.

Lastly in my experience if everyone waits around for someone else to take the lead, well the group ends up sitting still a lot longer than they need to ;-)

For instance, instead of having Grün wait to have someone ask him to scout ahead, he could instead proffer to do so. Like "Hey what do you guys think, should I scout ahead and do you think I might need any backup when doing so?" This way your not necessarily taking the leader role directly but more indirectly and giving options for the others to choose from.


Jzero Katzu .............. Male Human Monk-0
Ceri Featherwing .... Girl HuElf Sorcerer-0
Mirri Brightstep ...... Girl Gnome Rogue-0
Velrek Savage ......... Male Human Fighter-0
Evesk ....................... Male Aasimar Cleric of Iomedae-0


So Daniel Stewart are you going to let us know when you launch either of these two Groups? Looking forward to this moving forward.


Note of interest PM'd the GM


So Ellis of Karth are you still with us?

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