I will admit that I was always a bit wary of running Blood Lords. I've never been interested in running evil campaigns. At best my memories of evil characters have been, at their best, fine for me to run. Others have been awful and still ranks as the least comfortable I was ever running a campaign. It is to the point I don't know why I even finished running that (Kingmaker) campaign.
I was persuaded a bit to run this campaign by not only my player's request, their promise to not match my Kingmaker campaigns worst moments, and the Blood Lords player's guide which says "You won’t be tasked to commit overtly evil acts like torture or wanton arson. Most of your enemies won’t be angels and paladins—they’ll be anarchists, rival undead, and other evil creatures that good and neutral characters have a great reason to fight."
I still wasn't sure, so I read through the first few books and felt I could run it. As we were starting though, I started reading through Book 6, Ghost King's Rage. It made me uncomfortable with the idea of running that book. The majority of chapter 1 makes me feel uncomfortable (e.g. Faction Reputation for Erthrais., A8, bits of Reprieve).
I've put off the decision as to how I'm handling it, but it is now maybe a month away before they reach Book 6. At the moment I'm functionally prepared to have the party skip the bulk of Chapter 1 and move straight to Chapter 2 (and jump from level 17 to 19).
I'm looking for other advice. Are there any adventures that would fit reasonably well for this level 18 range? Are there any suggestions others might have to modify this chapter that might make it something I could run without feel gloomy about my part running a rampage through a group of survivors and through a soul clinic?
This morning you have been sent by the Pathfinder Society to provide aid at Dacilane Academy. Your team was provided the full letter with the request, but it provides scant information.
"Pathfinder team requested for mentorship opportunity at Dacilane Academy tomorrow, 9 bels. Sense of humor suggested. -J Dacilane"
Given a close relationship between the Dacilane Academy and the Pathfinder Society, your team was chosen to respond on this sunny day.
Welcome everyone to the game, I'm very excited to be able to run this all for you. I will be setting things up as I can over the weekend and things will be ready to start with the outset of the OutPost!
I really do enjoy running games and I hope you all will enjoy playing. If you have any issues at all during the game, let me know and I will do my absolute best to help.
Here is the sign up sheet for the game where you can fill out your information for the Starfinder Society characters you will be playing with: Sign Up Sheet
I'll be running the game on this slideshow and you can either crop your art yourself to make your character tokens or place it on the marked slide and I'll set it up for you.
Maps and Handouts
Let me know if there are any questions you might have this gets set to start in just a few days!
You all find yourselves aboard the Brass Clutch, a private transport owned by Radaszam "The Dealmaker" who is both the leader of the Obsidian Spiders mercenaries and the Starfinders' Acquisitives faction. He has called in your assistance on a matter to help build the Starfinder Society's reputation and renown within the Veskarium.
The ship has just entered orbit around Vesk-3 as you have all been called to the bridge for your briefing.
Welcome everyone to the game, I'm very excited to be able to run this all for you.
I really do enjoy running games and I hope you all will enjoy playing. If you have any issues at all during the game, let me know and I will do my absolute best to help.
Here is the sign up sheet for the game where you can fill out your information for the Starfinder Society characters you will be playing with: Sign Up Sheet
I'll be running the game on this slideshow and you can either crop your art yourself to make your character tokens or place it on the marked slide and I'll set it up for you.
Maps and Handouts
Let me know if there are any questions you might have as we lead up to the start in less than a couple weeks!
Today you have been summoned to the vestibule at the entry of the Lorespire Complex Archives. Located on the Lorespire campus within Absalom Station, the Archives serve as a repository of information formed from both digital and physical objects the Starfinders have gathered across the galaxy and continue to study.
There you are to meet Royo, the leader of the Cognates faction, a scholar, and member of the Starfinder Society Forum. Your aid has been requested in aiding with research into a lingering questions left unanswered given the hectic natures of the prior years. With your aid, your group will be able to answer the archivist's inquiry.
Hello and welcome! I'll be running this level 3-6 Starfinder Scenario for OutPost and will be picking up a party of six characters to play in it. Please post if you are interested in playing.
I generally expect people to be able to make one post per day and notify if that there is an upcoming issue that might conflict with that. I also expect everyone to have some botting instructions on their profile or elsewhere that I can refer to in case needed.
I'll confirm players for the game within a week assuming the game fills past capacity.
Please post about your interest and I'm looking forward to running this!
Hello and welcome! I'll be running this level 1-4 Starfinder Scenario for OutPost and will be picking up a party of up to six characters to play in it. Please post if you are interested in playing.
I generally expect people to be able to make one post per day and notify if that there is an upcoming issue that might conflict with that. I also expect everyone to have some botting instructions on their profile or elsewhere that I can refer to in case needed.
I'll confirm players for the game within a week assuming the game fills past capacity.
Please post about your interest and I'm looking forward to running this!
Welcome to the game! I'll be setting up links soon. Overall I hope to have this complete before OutPost and, more importantly, we have a wonderful time!
The Drift may have crashed, but music still connects the galaxy.
Zigvigix and Celita, leaders of the Advocates and Dataphiles factions respectively, have invited you all to section of Lorespire Complex that many of you had recently aided with clearing out and restoring. The space is now fully renovated and you were asked to go to a lounge within the Advocate's headquarters.
As you approach you close you hear the sound of high tempo, heart pounding, and cheery music filling the halls.
Your aid has been requested by the Pathfinder Society to lands far from Absalom. Your directions including guided through the Maze of the Open Road so that you may be sent toward the town of Port Valen on the continent of Arcadia. The request was scarce on particular details, but indicated that your abilities would be needed to do work to maintain the Pathfinder Society's presence within Port Valen.
Following work on Absalom Station your team was sent out into the Vast to work on some planetary surveys. Work goes smooth as the party is able to records interesting information on the planets within the system.
As you were returning back though, an information burst from Venture-Captain Arvin was transmitted into your system. It relayed a briefing and a new mission to another planet within the Vast.
The Starfinder Society has sent on an assignment to Tabrid Minor, a planet within a Near Space that has only recently encountered the Pact Worlds or other, similar, interstellar powers. Your aid has been requested and has led you onto a starship heading to the system.
I was running a spellcaster running alongside an eldritch evolutionist and I did end up having some questions on how the spell twisting ability worked in a number of unusual cases. I went with the GM decisions, but I wanted to mention the questions that came up.
Generally I have made the assumption that the only things that spell twisting changes are spelled out in the ability. That anything beyond the immediate targeting, range measuring, and attack rolls required when the spell was cast instead falls upon the actual spellcaster.
Question: If an evolutionist uses spell twisting to take a spell that centers on the caster (e.g. synaptic pulse) is the evolutionist excluded from the effect.
Assumption: Made the assumption that the spell excludes the evolutionist themselves, just like they were the caster. Although at the moment, I admit I can't find any rule reference that clearly states the spellcaster would exclude themselves from their own spell effect either.
Question: Can a evolutionist take a personal range spell with spell twisting? For example, if an allied spellcaster casts see invisibility, could the evolutionist use spell twisting and then benefit from see invisibility until the duration ran out?
Assumption: Assumed that they could. The evolutionist is just targeting themselves as the caster.
Question: If a evolutionist uses spell twisting on a spell and then targets themselves, does the caster then need to roll to beat the evolutionist's spell resistance?
Assumption: I would think yes based on the limited items that spell twisting states it affects.
Question: What happens for spells like junksword? What benefit does that provide for the spell twisting evolutionist?
Assumption: I assume that the spell would not work in a meaningful way. The evolutionist would make a junksword that they couldn't use, because only the spellcaster/creator can use it and gain proficiency.
Question: Can a evolutionist use spell twisting if the spellcaster is casting a spell from a spell gem?
Assumption: I assume yes in that activating a spell gem is referred to as "cast the spell encoded within the gem" and all spell twisting needs is an ally to "cast(s) a spell". In that same way, I assume that spell twisting can't be used in reaction to a spell ampoule, as those are injected and you don't cast a spell through them.
The Society and a great many others fight and scramble for a chance at a rare opportunity. Battles will rage and blood will flow under the streets of Absalom.
Hello and welcome, I'll be running 1-18: Lodge of the Living God. I'll be running on a first come, first serve basis and I'll looking to be getting started early next week.
Expectations: I expect anyone signing up to be able to post at least once per day. If you aren't able to do that during the game, let me know ahead of time or as you are able and I'll work it out.
Make sure to have some botting information in your profile. If necessary I will ask other players to take actions for you in your place to help keep encounters moving at a decent pace.
Note: This adventure in particular I'm expecting to run rather long compared to many scenarios I run. In general I expect to run an average scenario in around six weeks at my normal pace. For this scenario I'm preparing for this to take nine to ten weeks assuming I can keep normal pace. A lot of that duration will involve banter with NPCs and other party members as you work on a long task.
I would suggest that you be certain that you are fine with that duration and amount of NPC banter as you join the game. If you need to step out before game start, that is perfectly fine. If you have questions, please post them here or message me and I'll do my best to answer them.
Please post what characters you would like to play along with their levels. If you know what character you want to play, post that into the discussion with the information for chronicles and dot into gameplay.
Welcome to my game, I hoping for this to be a fun adventure.
Here is the information I need for chronicle sheets, if you provide any other information I'll work to make sure I put it on the sheet as well when I write them up.
Chronicle Information:
Organized Play #:
Character #:
Represented Faction:
I've linked a google sheet for you to place your name and a token for your character.
I would ask you to double check to make sure you have some character sheet available either in your profile or linked through there. Also I would ask you set up botting information for your character even if it is a preferred weapon attack or cantrip along with the dice rolls to perform the attack.
If you have any special character abilities that I should know about like special senses or abilities that provide you more information.
Let me know if you have any questions I can answer or any issues you have now or at any point during the game.
The Pathfinder group had been tasked with an unusual matter. A priest of of Razmir had contacted the Society about setting up the first Pathfinder Lodge within the nation of Razmiran, a nation that had barred Pathfinders for many of the preceding decades. This is not an offer the Society could ignore and sent you lead the construction of the lodge.
This is the recruitment thread for my SFS #2-01 Pact World Warriors for Play by Post Gameday IX. This scenario is for level 1-4 characters.
The game will be open for early GM signup on August 5th, 2020 and general signup on August 12th, 2020. I plan to take people on a First Come, First Serve basis and will be limiting it to a table of six. The game will not start until September 1st 2020.
I'm looking for players that can post once or twice per weekday and at least once during weekends. If necessarily I may ask other players to help bot your character in the case anyone is has a period where they aren't able to post.
This adventure has you taking on the role on a competition and will involve various skills and combat to succeed.
You are moving through a massive subterranean facility under deep below the surface of Eox. Throughout various people move about the hallways attending to their own business.
Your arrival here was recent and at the request of Radaszam, leader of the Acquisitives. You had been ferried here with little information on board of one of his mercenary ships with the notice that you would be provided up to date information once you arrive in the meeting area on Eox.
I'm prepping this Colussus Heist right now and am looking at some of the higher DCs and wondering there is any gear Radaszam might be able to recommend to PCs to purchase knowing their target is a technological monstrosity. Tools or spells that can reasonable assist in the applied Computers, Engineering, Perception, or other checks Radaszam could reasonably predict and advice toward during the scenario.
The second question I have is any advice on how others ran Radaszam himself. While the opening portrays him as incredibly excited to join in on this adventure, I have a hard time figuring out how to present him for the rest of the scenario since he isn't presented as doing anything or providing any mechanical benefit at any point. I have an especially hard time trying to figure out how present him being unwilling to join the party in the tekenki without a decent amount of cause.
Trying to avoid spoilers, I'm not familiar with Radaszam in later adventure but is this how is supposed to be portrayed. Is this a hint that something is wrong with him? Should I just present him as is?
If not, I would like to try to present him as more competent and would invite any suggestion of how others presented him that I could use.
This will be run as part of Outpost III and it would be scheduled to start with it on March 30th.
I like to run a game with a consistent pace and would ask that you do your best to post at least once per weekday. If something does come up where you will be unavailable to post, try to at least leave a post here to let alert the game so it can keep moving at a healthy pace.
For each PC I need the following information
Name (Chronicle Sheet): Character Name: SFS Character #: Faction (and total Rep. with Faction): Day Job Roll:
Venture-Captain Arvin has called upon you to a briefing within Lorespire Complex on Absalom Station. Scant on mission details is calls for you to meet with him and a member of the Stewards for a upcoming mission.
Welcome to my game! I'm looking forward to maybe running this. If we can get started quickly I will, but if not I'll just put this game on hold, I don't want to rush an enjoyable adventure.
I will be trying to finish this before the upcoming PbP Gameday and will expecting on average two posts per day. Make sure you have botting instructions set up in your profile along with dice rolls. Let me know if there is any time during the game you wont't be able to post, I'll work around that and it will be fine with warning. I might ask others to bot for you or post your action in some situations.
This is a scenario with the Wayfinder and Starship tags. I plan to try to streamline starship combat as much as possible to avoid that taking too much time during the game.
Welcome to my game. I'm looking forward to being able to run this for you all.
As a GM I like to run consistently paced games and will be looking for at least one post per day. I would also like everyone to check to make sure you have "Bot Me" spoilers in your profile in case I, or someone else, needs to take an action for you.
If at any point you are having any issue with the game, let me know and I'll do my best to resolve it with you.
This scenario has the following tags: Dataphiles, Starship
As Historia-7 uncovers information that points to acts of data tampering within the Society's halls, a set of Starfinder agents are tasked with corporate espionage to find the source of this plot and safeguard other Starfinder lives.
The Hao Jin Tapestry has been through much over the years since the retrieval of the relic by the Society's agents. The contents have only been barely measured by the the Pathfinder Society and it is one of the most valued items within their possession.
You have all been called together to move though the hectic halls within Lorespire Complex, headquarters of the Starfinder Society based on Absalom Station. Other technicians, analysts, and various specialists are moving about on various tasks. Much like yourselves as you have been contacted by Venture-Captain Arvin presenting a mission to you all. Details on the mission are scarce within the message itself, only saying that he is need of assistance investigating an unique technology.
The messages direct you through the halls of toward one of the reception rooms within the complex.
Hello and welcome everyone at my table. I'm looking forward to being able to run this adventure for you all. If there are any issues any of you have at any point, let me know either here or via PM and I'll do my best to work it out.
My goal is to keep a consistent brisk pace. To that goal I will ask that you have something in your character section describing how your character will act in general situations, that way if it means avoiding a combat or another encounter stalling to a stop, another player can reasonable declare the action in your stead to keep things moving at a good pace.
Here is the information I need to help report this game for your character and filling out chronicle sheets.
Chronicle Information
Forum Name: Character Name: Character Level: Starfinder Society Number:
This the new campaign thread for the campaign started by GM Ladile. I'm looking forward to running this for all of you. Dot in and I'll let you any of you know if I have any questions. If you also have any questions for me, let me know right away and I'll be happy to answer.
In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.
A Pathfinder Society Scenario designed for levels 1–5.
Written by Ron Lundeen.
______________
This game will be run as part of OutPost II and will begin March 11th.
Welcome to my table for the special. I hope you all will have a good time as we go through this adventure whether this is your first time in this special or your fourth.
The Solstice approaches once more and the question hangs in the air if the Pathfinders will be overwhelmed by the Solstice Scar or if they will overcome it.
You have been called to Iceferry, a stone's throw from Kalsgard, the largest settlement in the Land of the Linnorm Kings. Venture-Captain Bjersig Torrsen is in need of Pathfinders to help with an investigation as the seasons change and questions are raised on an ongoing archaeological dig.
Welcome to the game! I'm hopeful for an exciting run through this. I'm curious to know if anyone of you has already played or run this before.
As this is a special I will be always trying to keep this game moving forward, I will be more aggressive botting characters than I might normally be in other PbP games just to keep a good pace for the special.
Once you have settled on a character I need the following information.
Player name/Forum Alias Character name Character level SFS Character # Day Job Reputation with Dataphiles
Thank you all for joining the game, I'm happy to have you all. I'm still planning to get started in full force in a few days, but want to give a chance now for character introductions. Jump into gameplay and introduce yourselves and banter. I'll post the mission introduction once I feel everyone is good to go.
Let me know if there are any abilities that give you extraordinary senses to detect things or any abilities that might be a bit slower to resolve on PbP (for example, abilities that interrupt enemy turns).
This is the first starship scenario I've run on PbP. I'm going to be thinking on that as we head toward any potential encounters you have. I will have additional questions regarding the alternate starship frame and will message the player about it so I can give proper answers to the group.
Let me know if there are any problems you have coming into the game or any issues you have as the game goes forward.
All of you have been sent a cold and terse email you all find emblematic of the summons from Historia-7, leader of the Dataphiles. It requests your presence in the Archive's Cortex within Lorespire Complex at 1300 Station Time.
Once there you find the effient hum of machinery fills the Archive's Cortex. Projected images and text flit across multiple screens positioned around a raised swivel chair occupied by Historia-7. Still a few minutes before the designated meeting time, she doesn't offer much to the early arrivals beyond the barest acknowledgement as he looks through feeds, parsing through a vast amount of data.
Gurp, you rolled a 1d6d6 for Squishy and still got a 1!
Hmmm, does that work on neutral or hostile animals? I suppose it has some incentive to run away anyway.
tongue:1d20 + 5 ⇒ (11) + 5 = 16
Gurp's rock bounces off without much effect, causing the frog to poke at him with its tongue, but it misses. Through some combination of accumulated injury and Twitchy's frog whispering, it seems to decide that it would be better off elsewhere, and it hops to the stern of the ship and then leaps off into a shallow pool. It seems you have cleared the ship of hostile creatures.
Apologies for all the confusion, I lost track of some stuff. I guess that should have been a hit last turn so we'll apply this one to the frog or the swarm (your choice). Gurp should be out of the swarm and at 11/14. Ronk should be in the swarm and 4/13 I think.
Twitchy's bomb catches Vorka in the face and she tumbles from the mast in a ball of flame and smoke.
If the rats bite you, you need a DC 12 fort save or you are nauseated (can only move).
Forgot to do Flamefinger's ray last turn. Attack swarm. fort save:1d20 + 0 ⇒ (12) + 0 = 12 ok
ray:1d20 + 3 ⇒ (18) + 3 = 21 dmg:1d6 ⇒ 2
Flamefinger, guided by Twitchy, drops the hornets right in the midst of the barking dogs. The mutts bark all the louder, rolling and writhing to try to get the insects off. As Medge circles, after a few moments, she sees that they lie in a corner whimpering as the breeze blows the wasps away.
Just then, a door in the cabin opens, and a frightening, shaggy goblin appears wearing rags and patchwork leather armor, with a floppy wide-brimmed hat. Even at a distance, you sense her stare upon you. It can only be the witch Vorka! She comes out the door and scrabbles up the wall of the cabin in a spider-like fashion, before perching on top and casting a spell in the direction of Twitchy.
fluffer Will save:1d20 + 2 ⇒ (6) + 2 = 8
The vulture suddenly starts hissing and squawking and flying erratically, trying to shake Medge off and gaining altitude.
Depending on what you do here, make an acrobatics, ride, or handle animal check at DC 13. You are some 20 feet up at this point, or 10 feet off the deck if you want to jump there.
"Right. Akhmose? We know what we're doing here, right? We're not here to wipe out any ghoul nest. We're not even mounting a rescue. This is a mere theoretical rescue mission. We are determining if there is anyone here to save. If the Scorpions are already lost then there is nothing here for us, and we leave. Right?"
His question had an air of desperation, but the half-elf tried to appear determined as he...
Akhmose nodded at Rubani's words. "I'm not going to get killed for nothing. But I'm just doing for them what I hope they'd do for me." Sneaking was not his strong suit, but at least he was smaller than most. He followed along as quietly as he could, which was not very.
stealth:1d20 - 1 ⇒ (6) - 1 = 5
Once they reached the site, Akhmose laughed. A perfumery? This was the dangerous locale they were looking for? He looked around for signs of passage while he let Shalina deal with the locks.
perception:1d20 + 11 ⇒ (11) + 11 = 22
My son just made me aware that we missed a perfect chance to use the phrase "esophagus of the sarcophagus"
Twitchy pulls herself up on the horse and through a combination of kicking, pinching, and biting, manages to make the horse whirl around a circle, giving the other goblins a chance to strike at it. Medge raises the Gorge of Gluttons and expertly spears it right through the ribcage, causing it to collapse in a heap with a spurt of blood. The horse shudders and breathes no more.
The gangplank provides access to the ship, but has a large hornet's nest. There are plenty of creeping vines that would also provide a way to climb up. From the deck, you can hear the barking of two dogs.
As Medge holds the sword aloft, you hear the squish of hooves in the muck. A black horse, huge and terrifying, gallops around the ship. It pauses for a moment, rearing up on two legs, as the morning sun breaks through the clouds behind it, bathing it in a fiery nimbus. It gives an fearsome whinny, snorting out plumes that look like smoke in the cool morning air. Then it gallops toward the fence and leaps over, landing right in the midst of the goblins.
Ronk swings with an animal fury and strikes the trunk, causing the entire plant to shudder. The plant seems to recover, until a splotch of slug spit hits it right at the base, causing just a bit of the root to dissolve away. The stress is too much for the plant, and the whole thing slowly topples over to hit the ground with a crash. The vines of the plant sprawl out, all the life drained out of them.
Taking liberty with the order for dramatic effect.
Ronk:
Not sure if you meant to continue rage; remember in the future to specify (or I will assume it continues). If you drop rage you are fatigued. Not that it matters at the moment.
Kn. Nature DC 15:
You can harvest some poison from the plant's "mouth", enough for 1d4 doses. (contact, Fort DC 12, target is staggered.)
Medge flips upward and grabs the vine. She looks closely at where she's being held. "HA. Plant make big mistake!" It's holding her by her peg leg! She quickly unstraps her fake leg and falls down to the ground.
[dice=acrobatics]1d20+8 Just in case
She manages to stick the landing on her one remaining leg. "Medge is free! Dumb plant is in big trouble now!" She pulls her spare peg leg out of her bag. "Gotta get this on.." Medge mumbles
Oh, that's awesome! (I had forgotten about her peg leg, but that's perfect!) For sheer coolness I'm awarding you an inspiration die (+d6) on your next attack.
Twitchy, we'll say this round is a successful attack and next round you have to swerve to avoid a tree and don't get another action.
As night falls and a full moon rises, a light snow starts to fall, and the goblins stare in wonder at the unseasonal event. In the distance, they hear what sounds like bells jingling. The goblins sit down to a wonderful feast at the close of the first day of festivities. A raucous good time is had by all.
Happy holidays all! Everyone finds a masterwork dogslicer, horsechopper, or simple weapon in their stocking.
Ronk drops the pig with a dramatic overhead arcing blow. It stumbles around for a few steps and then falls flat on its face in the mood. He screams out "Bacon!" and it is too much for the goblins to resist. They mob the pen, lifting Ronk up on their shoulders, with another group taking the hog off to be roasted.
Grack had come running trying to stop Ronk, but he gives up after seeing the crowd's reaction. The chief sits silently on his high throne, but whispers to his nearby advisors while looking in Ronk's direction.
Sense Motive DC 10:
He seems to be nodding in approval at Ronk's prowess.
Going to step in here with a correction. Even with no ranks in Climb, Medge should still get her Dexterity bonus, so she should have a +4 climb bonus.
Technically that's wrong, since Climb is a Strength-based skill. But I'm just going to rule that Small characters can use Dex for Climb. (By the Square-cube Law, they should have a bonus rather than a penalty.)
I've been thinking about throwing my hat back into the GMing ring and I figure this is a short, easy, and fun way to do it. I would like to run We Be Goblins. This is an adventure for 1st level PC's.
I would like to invite players who are new to Play by Post, since this is a good fun intro adventure. Others may apply , but I will give preference to newer players.
Go ahead and make a character, but don't worry about spending a ton of time just to apply. If you haven't settled on a trait or a skill choice, no big deal.
You can use the pregens or make your own character. 15-point buy, any Paizo material.
I am a big fan of using skills an items in creative ways, so all characters get a chance to shine. So if you can think of a weird craft or profession skill, go for it.
Give me a paragraph or two describing your character. Just a basic idea is fine. No need for a 2-page background.
Also, give me a list of 3-5 things you have in your pockets. Not a list of equipment with gold piece costs, but a list of the weird things goblins collect, like a dead bird, or a button, or a broken toy.
This is a good opportunity for some fun role play. Golarion goblins love burning things, hate dogs, fear horses, and like to sing rude songs. They can be mean and crafty little dudes, but PCs in this adventure should not be downright evil, I think of them more as letting a bunch of kindergarteners run loose without any supervision whatsoever.
Frequency, once a day is fine. Weekend posts are not necessary. Time zone doesn't matter.
I find the idea of someone wanting to find balance between good and evil irritating and highly implausible. Why would someone think this way? If they believe that them creating balance is good, wouldn't they see themselves as good and imbalance as evil? A balance between law and chaos make a bit more sense, but why does balance have to involve evil? Why can't there be a balance between good and good? Screw evil!
That's been a trope of D&D for a long time...I remember it coming up in Dragonlance fiction. I think the idea is that "too much" good ends up being like the Spanish Inquisition. But I agree with you that it's pretty silly.
How about a book on Laws and Lawmen? Or Crime and Punishment? You could talk what acts are legal in different nations, what the punishments are, everything from prison to the stocks to branding. Maybe a bit about judicial systems and where you can get a trial. You could detail law enforcement agencies (city constables, Old West style marshals), investigators (Inspector Javert or Sherlock Holmes), thief-takers, bounty hunters, and also some criminal organizations, information on dealing in stolen property, how to find forged documents, illegal goods and services, etc. You could detail good-aligned outlaw organizations like the Bellflower Network or various resistance movements.
Rite Publishing has some really interesting stuff. I especially like In the Company of Gargoyles and ...of Tengu and also Fey Archetypes (for mortals who have been touched by Faerie).
I like alchemists. Clerics have some pretty fun domain abilities at level 1 like enlarge (growth domain) or the deception (or was it trickery?) ability to disappear and reappear when someone misses you in combat.
The cover shows magical runes associated with the binding of extraplanar creatures. When opened, writing begins to appear on the empty front page as if someone is writing it, but in reverse. It says "Let me out." and similar pleading messages. If the book is torn, it releases a tiny demon who, while malevolent in disposition, must obey the commands of the person who freed him. He believes himself to be of vast power but can only manage cantrip-level magical commands.
Reserving my move action pending the results of this. Can I 5' step onto/over a dead body?
AC 20/T 14/FF 18
HP 8
status:
Prot. Evil on:+2 saves, AC
CON 10/12
HP=8/30 (35) after the CON adjustment of -5 HP
nonlethal 1
Dorn-Dergar is holding a charge from consecrated ability (+3d6/2 to undead, will save allowed)
Channel Energy 0/6 remaining
Level 0 (5/day):
Read Magic
Create Water
Light
Guidance (touch: +1 competence 1 roll)
Detect Magic
I think the mutagen is the most fun part of being an alchemist. What happened to the idea of the alchemical arrows? That sounds fun. Maybe the Arcane Archer PrC if Voodoo would allow it? (Technically you have to know an arcane spell and I'm not sure if extracts qualify.)
Also Karrak will try to look out for people if they don't go running off. (Particularly if I am not trapped in a mushroom thicket.)
- The cumulative -4 penalty to the Parry deed is pretty harsh on Small characters. I'd love to play a halfling swashbuckler who punishes naysayers with sheer acrobatic awesomeness to prove size doesn't matter, or even a kobold or goblin, but this is a hard blow when you get slammed in the face with this penalty right there. I'd love to see a David-vs-Goliath, small-sized-friendly archetype that's less about mobility and 5-foot steps as per the Recovery deed, and more about dodging/standing grounds/fighting defensively against bid baddies to parry/counterattack without sucking a humongous penalty (... unless it comes with other mechanical advantages against bigger monsters, of course, but in the same fashion, I would hope said archetype doesn't shoe-horn the swashbuckler into slaying giants while all you want as a player is to be able to contribute against the most common giants in everyone's campaigns, aka medium/sometimes large humanoids).
I just want to echo this. The class flavor seems perfect for playing a small maneuverable character who does precision damage and is good at avoiding hits. It makes sense a small character won't be so good at parrying but I'd love to see an archetype that lets them be effective in melee.
Flavor-wise, I'd love to see the ability to use slashing weapons too.
OK, this one is from Terry Pratchett, and is a little bit silly, but still exciting. In one of the recent Night Watch books, Commander Vimes (captain of the watch) has made a rule for himself to absolutely get home by a certain time in order to read a bedtime story to his son. So there is a scene where he commandeers a carriage, and he is racing down the street while his officers are blocking off side streets. He even has to make a jump at a drawbridge--which is completely over the top, but would fit right into a cinematic RPG chase.
A flowing mass of mud with embedded bits of pebbles, bark, and organic matter, this ooze usually appears in the rough form of a human, with a gaping mouth, two tentacle-like arms, and a broad base. It is drawn to sentient beings like a moth to a flame.
Thoughtstealer Ooze CR 5 XP 1600
N Medium Ooze
Init +7; Senses Blindsight 60 feet; Perception +5
----- Defense ----- AC 16, touch 14, flat-footed 10 (+3 Dex, +1 dodge, 2 natural)
hp 45 (7d8+14)
Fort +4, Ref +5, Will +4
Defensive Abilities ooze traits; Resist acid 5
Weaknesses vulnerable to fire
----- Offense ----- Speed 30 ft., climb 15 ft.
Melee bite +7 (1d4+2 plus mind drain and grab), 2 claws +2 (1d4+1)
Special Attacks mind drain (1d4 Int, DC 15)
----- Statistics ----- Str 14, Dex 16, Con 14, Int 1, Wis 11, Cha 15
Base Atk +5; CMB +7 (+2 Grapple); CMD 20 (cannot be tripped, +2 vs. grapple)
Feats Dodge, Improved Grapple, Improved Initiative
Skills Acrobatics +4, Perception +5, Stealth +4 (+12 in swamps), Swim +3; Racial Modifiers +4 Perception, +8 Stealth in swamps
SQ ooze traits, compression
----- Ecology ----- Environment temperate swamps
Organization solitary, pair, or colony (3-6)
Treasure standard
----- Special Abilities ----- Thoughtsense (Su) A thoughtstealer ooze can locate accurately any creature of Intelligence 3 or higher within 60'.
Sticky (Ex) Anyone who hits a thoughtstealer ooze with a melee weapon must make a DC 11 Strength check or that weapon is stuck in its body for one round.
Mind Drain (Sp) Once per round, a thoughtstealer ooze may do 1d4 Intelligence damage to a creature hit by its bite attack. If successful, it gains an equal temporary Intelligence bonus for one hour, to a maximum Intelligence of 10. The Will save DC of 15 is Charisma-based.
Awakened Intellect (Ex)
As the thoughtstealer ooze's Intellegence increases, it gains new abilities and begins to employ more advanced tactics, while its features become more defined in resemblance of its mind drain victim(s).
At Intelligence 3, it avoids being surrounded and can speak one language of its mind drain victim(s).
At Intelligence 4, it can grab a weapon which hits it, forcing the enemy to succeed in an opposed Strength check to free his weapon. It the ooze wins this check, it gains control of the weapon and can attack with it in lieu of a claw, though not proficiently. The ooze can hold two weapons in this way.
At Intelligence 6, it gains the weapon proficiencies of its mind drain victim(s) and takes advantage of flanking opportunities.
At Intelligence 8, it gains a +2 attack bonus to secondary attacks and can use tools.
At Intelligence 10, it learns Aklo and all the known languages of its mind drain victim(s), plus it gains their Knowledge skill ranks. (These ranks do not stack.)
Spawned by the shoggoth godling Nuruu'gal in cruel mockery of humanity, these oozes have bodies that are crude imitations of the human form. They are instinctively aware of the intellect they were intended to have but do not possess, and are drawn to sentient creatures in an attempt to feed on their mental energy.
A thoughtstealer ooze desires nothing more than to gain Intelligence, and quickly applies its new abilities. Some have even been known to use tools and build cunning traps. Unfortunately for the oozes, this awakening is short-lived. Hours after feeding, all they are left with is a pile of treasure they cannot use and some rock-scratched writings they can no longer understand.
Skinchanger (Witch)
In remote wild regions such as the Narlmarches, it is whispered that there are witches able to inhabit both the minds and bodies of beasts. At home among the birds and beasts, they shun the companionship of their own kind. These are skinchangers, witches with a close link to the animal world. Some befriend animals while others wrest them to their will. Some are even said to adapt so well to life as an animal that they forget their original form.
Weapon and Armor Proficiency: The skinchanger may wear the skin of an animal she has slain as a hide shirt. She is proficient with this armor and it does not interfere with her spellcasting.
Diminished Spellcasting: Skinchangers cast one fewer spell of each level than normal. If this reduces the number to 0, she may cast spells of that level only if her intelligence allows bonus spells of that level.
Patron: A skinchanger replaces some of her patron spells with the following:
2nd—charm animals, 4th—speak with animals, 6th—dominate animal
Hexes: A skinchanger can select the following additional hex:
Beastly Gaze (Su): The witch may use hexes while in animal form.
A skinchanger may choose Beast Eye as a normal hex rather than a major hex beginning at 4th level.
The following hexes complement the skinchanger archetype: beast of ill-omen, feral speech.
Skintaker (Su): The skinchanger may preserve the skin of a slain medium or small animal. By performing a ritual, she bonds a portion of the animal’s life essence to the skin. This ritual lasts for one hour and must occur within 24 hours of the animal’s death. Thereafter, when she wears the skin, she may transform into that creature. She may use this ability once per day for each taken skin, for up to one hour. This ability otherwise works like a 4th level druid's wild shape. This ability replaces the witch’s 4th-level hex.
Major Hex: The skinchanger may choose the following additional hex:
Control Animal (Sp): The witch may inhabit an animal's body with her mind and take complete control of its actions. This takes a standard action to initiate. A will save negates this effect. While she is doing this, her own body remains in a trance and does not move.
Run Free (Su): At 16th level, a skinchanger can transform as a free action while wearing a taken skin, and remain in animal form for an unlimited amount of time. This replaces the hex gained at 16th level.
Wow, I'm really honored to be here, as someone who is relatively new to Pathfinder! I was excited about my idea but when I saw how many submissions there were I figured my actual chances were pretty slim. Congratulations to all the other Top 32! I look forward to sitting down and reading them in detail.
Aura moderate transmutation; CL 7
Slot shoulders; Price 12,000 gp; Weight 2 lbs.
Description
This glossy black, scaly cloak is made from snakeskin. It closely adheres to the wearer’s back and upper arms, with a hood flaring out like a cobra’s. The wearer’s movements become lithe, granting him the compression monster ability and a +2 dodge bonus to Reflex saves. His voice becomes sibilant, and he may use Speak with Animals with any reptilian animal three times per day. The wearer’s body temperature drops and he is treated as a cold-blooded creature (rendering him less attractive to certain monsters). However, whenever he takes cold damage, he is slowed for one round. Furthermore, the wearer is slowed whenever the ambient temperature is below freezing. Once per day, the wearer may shed the cloak as a serpent sheds its skin. This is a swift action which does not require any free hands. If the wearer is grappled or entangled about the torso, shedding the cloak grants automatic success on an Escape Artist check that round.
Construction Requirements Craft Wondrous Item, Speak with Animals, Animal Aspect, Freedom of Movement Cost 6,000 gp
Not in-game, but it happened at a roleplaying session. One of our players was driving from another town. He ended up being quite late so we asked what happened. "I took a wrong turn and then I stopped to call a girl in Athens." "But Athens is long distance." (This was back when those calls were expensive).
In the real world, some of the most important long-distance trade goods were spices, coffee, tea, silk, that sort of thing. (Also slaves, unfortunately.) In the 1700s or so, a merchant could become fabulously wealthy on one shipload of spices to Europe (if they survived the voyage). IIRC, imports of gold and silver from the new world played havoc with the value of metals. There is a lot of stuff about this in the semi-fictional (the main story is fictional but the historical events are mostly real) Baroque Cycle by Neal Stephenson. (That would be a good series to mine for plot hooks.)