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Desdemona Elisabeth's page

529 posts. Alias of Krisam.



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I'm considering running ROTRL in Fate Accelerated (FAE), with Killershrike's house rules that kinda-sorta emulate PF1 in some respects. The game would be over email, and I already have a spot saved for 3 players, but I'd like to know if anyone here would be interested in one of the last 3 slots?

What I'm looking for:


  • - People preferably not too familiar with ROTRL already, though this is negotiable for people whose writing style I really enjoy.
  • - People with excellent writing skills, as we'll be leaning heavily on the narrative.
  • - Adults who know how to amp up the drama.
  • - People who know how to work with everyone else to make a compelling story, and not just attempt to play someone invulnerable (or otherwise cheese a narrative game), or ignore the tone of the scene or what other players write, or otherwise not get into the spirit of things.
  • - People who recognize that ghosting a game instead of explaining that you're dropping out is an a$$#ole move.

None of us are all that familiar with FAE yet, so system mastery is a plus, but absolutely not required. All that's really non-negotiable is that you be an adult who can spell, has a decent vocabulary, uses punctuation - and are fun to be around/game with.

About me:
I'm primarily a GM who has focused heavily on PF1 since it came out, 3.5 DnD before that, and been a player for a chunk of the 2e DnD era as well. I tried a bit of PF2, but I'm looking for something with less crunch and more meat now. My GM'd games have almost exclusively been PBEM - to reiterate, this game would also be a pbem, NOT a pbp.

Like pbp, the pace is slow - and it's slower as everyone already slotted for it, including me, have real life and jobs going on. My posting requirement is minimum once a week, but preferably more often - and if you wait too long, and I have time to post, you forfeit your action. I generally only guarantee you one day to reply - after that, it's fair game (but I'm reasonable about life happening).

If you're interested, drop a comment and a link to your favorite post or game that you're writing in (or were writing in). I don't mind some character concepts, either - nothing fully built to FAE, though, as I give no guarantees. Just the idea and some sense of your writing style and expectations, or maybe also the High Concept and an Aspect (just one, make it count).

Any questions, feel free to ask. And in case this is read far into the future - you can DM me regardless. I don't always hang around the boards but I do pop in from time to time when not recruiting. Patience IS a key ingredient in text games, after all. ;)


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Hello! I’m planning to run Kingmaker 2e in a pbem (play by email) format, and I’m going to need one new player, but with a possible need for one or two more, depending on my existing players’ availability. I’m looking for friendly, well-adjusted, and creative writers-who-are-gamers who haven’t played Kingmaker in any shape or form before (though I’ll make an exception if your character really wows me).

Here are the major points to consider:

- The game is NOT on the forums, it is pbem (play by email) based out of groups.io (where we also handle things like combat maps – we don’t use Roll20). You will need to sign up with your chosen gaming email; it is free. They will not spam you or sell your address. (Link sent on selection)

- We roll dice on a Discord server. You will need a Discord account; it is free. (Link sent on selection)

- Like any online game, you need to be prepared to play this game for years. Because of this, it’s also important that you fit into our gaming group well. We’ll judge this based on your written description and background, so make it count!

- Posting rate is relaxed – we all have jobs and are busy people. But if you can’t post at least once or twice a week, please don’t apply.

- We use a Word doc for a character sheet. It’s standardized and detailed copypasta, but a huge help to me (the GM); I make notes and look up rules for easy access on it. Please do not apply if you’re just going to throw a Pathbuilder or Herolab pdf at me. (If you want one of those for your own use, go nuts, but please send me the filled-out Word doc if you’re selected.)

Here’s what I’m looking for:

- You haven’t played Kingmaker 1e, 2e or the Owlcat game before. (Preference)

- You enjoy writing descriptive stories (avoiding the dreaded one-line reply), and are not opposed to using punctuation. (Mandatory)

- You won't ghost us.

Here’s the most basic breakdown for creating your character application:

- Don’t make a whole sheet – all we need is a concept (including intended class/ancestry), a description, and a background – not just a mechanical background (though that’s also cool), but an actual descriptive background of your character’s life. Basically, mostly fluff, very little crunch.

- PF2 Level 1

- World: Golarion. Nation: Brevoy (to begin with)

- Some 3pp may be possible, judged on a case-by-case basis.

- No evil characters (yes, I’m using alignments), heroes only

- You must have a reason to be in Brevoy at the start of the game, and you must have a reason to join and stay with the party. We’re talking internal motivation, here. I recommend looking at the Kingmaker’s Player’s Guide – the more connected to the story, the better. (There’s of course leeway to make connections with the existing characters if your character is selected.)

The full character generation rules are on the support site I built for the game, which I’ll send you the link to if you’re selected.

The current party makeup consists of:

- Human barbarian (Brevic Outcast)
- Human ranger (scout)
- (ancestry unknown) (celestial) sorceror

Possibly also (depending on availability):
- Half-elf witch (fervor patron, Borderlands Pioneer)
- Half-orc swashbuckler (bard)

About me:

I’ve been gaming since the late 80s (Chiefly DnD 2e/3.5e/Pathfinder 1e, some CoC, V:tM, GURPS), and running pbems since 2003. I’m a longtime PF1 GM, but PF2 is new to me (and most of my current players), so be kind! I live in Europe, so my time zone probably won’t sync with yours – if I don’t reply to a PM quickly, that’s why.

Let me know if you have any other questions.

I hope to make a selection within a week, or two at the most.


Hello!

I'm planning to run a pbem in Eberron, using the PF1e rules, some of these conversions, and some house rules. I have a character generation rules page I can link you to in a PM if you're interested, as well as a Discord chat about it, if you're chosen. The game will be run out of groups.io, and an account there is free. You can add your character picture to your handle there. I'll also post your chosen character picture on the cast page of our support site, along with a few details of who they are for the other players.

I'm looking for 2-3 more players. The other players currently include:

- a sylph wandslinger (a houseruled swashbuckler archetype)
- a human (d'Cannith) artificer
- an aasimar "halfling" sorceror
- possibly a warforged brawler (might not join)

We'll be starting in Sharn. So far, everyone in the party has been a member of the Keen Company, under Garson Keen, who died on the Day of Mourning, getting his company out of Cyre. They escaped with the fog right on their heels.

Now, two years after the war has ended, they've received a letter... from Garson Keen. He has invited them to Sharn to help solve the mystery of what really happened on the Day of Mourning?

I'm looking for people who enjoy writing more than one-line replies. If you have a cool concept, a great backstory, a love of writing, and team spirit, this game is for you!

I'm not posting the character generation rules here, because at this point I'd mainly like to get a feel for your writing style and concepts. If you absolutely need a framework to start with, start with a 15-point ability buy (this has the potential to be altered later, according to my house rules), no evil alignments, and know that 3pp isn't out of the question if it's in my library or on d20pfsrd.

I'll let this recruitment run on several forums until I get the desired number of players - it's definitely NOT "first come, first served," but the sooner you reply, the better. I'll try to answer any questions you may have quickly, but I do work days and can usually only reply on my lunch break or in the evenings.

I'm at GMT+1, and expect you to post at least once during the week (and you're very welcome to post more often!); I make wrapup posts as quickly as possible, but usually once a week on weekends, to allow those of us who are busy a chance to respond.

I hope you'll join us!


I'm thinking of running an Eberron campaign, beginning with The Forgotten Forge. I would use PF 1e rules, and the conversions found here.

What I'm thinking of doing:

I'm not looking for applications yet, but I know I find it easier to come up with concepts if I know what rules are in use, so here you go:

I would tentatively allow 3pp, subject to review. Monster building as well, assuming an appropriate background for it, also subject to review, and restricted to a maximum of 14 RP.

Point buy would be 15 to begin with, increased to 20 if you describe two positive qualities and two negative qualities of your character's personality, and incorporate your Feats/Traits - why do you have them? Increased to 25 if you tell me something your character is very good at, but also a flaw that makes doing that very difficult.

I wouldn't use all the races available at the linked conversion site, just the standard Eberron core: all the core races + goblins (including hobgoblins and bugbears, I have already built those races for use), changelings, Kalashtar, shifters, and warforged.

We would use Hero Points and background skills (but without Artistry and Lore), and two traits, no drawbacks. I would accept any non-evil alignment (though as a warning, I use some definitions of the alignments that draw a clear line between "chaotic" and "evil"). I expect to play with heroes, not thugs.

We would probably start with average gold to buy equipment with, assuming most of the players chose a 20 or 25 point buy.

The game would begin in Sharn, and I would expect the party to already have links to each other in their backgrounds, and a reason to be together as the game began. I'm thinking of running it as a pbem rather than a pbp, just because I like the format better, and also I've never run a game on the boards before (though I've run plenty of pbems). I would put up a campaign site with things like house rules, setting details, a cast page with pictures of the party members, and a collected archive of posts so that you could read them like a book, instead of trawling through hundreds of posts to follow the game.

Would anyone be interested in such a game? If so, what would your character concept (not crunch) be?


When I hit the RSS feed buttons, all I get is a page of code, instead of the feed subscription page. I'm using Chrome on Windows 10.


In the steaming jungles of Chult, on the wild and rocky coast where pirates prey on the unlucky - even in the very heart of the tropical city of Tashluta, where the air is redolent with exotic spices and the streets are packed with exotic peoples; everywhere in the sweltering heat, something wicked grows in the hearts of humanity. A tide rises, and all the world will be washed away before it... unless some brave souls were to take a stand against it.

To beat back the savage tide.

I'm starting a Savage Tide Pathfinder campaign set in the Forgotten Realms near Chult, with 3pp considered if it's in my library or on d20pfsrd... though, with certain caveats (for example, I restrict psionics to a custom race, the thri-kreen, for flavor reasons). We'll also be testing some of the alternate rules, like armor as DR and the vigor/wound rules. Posting rate will be 3-4 times weekly, should daily be too strenuous a schedule to keep, but I expect more than a one-line response. The characters begin the game in Tashluta, capital of the Tashalar, in the middle of the Chultan peninsula, on the 1st of Mirtul, 1375 DR. It's 15-20 point buy (explained on the support site), min.7 after racial mods, max.18 before racial mods. The catch is that it will be a pbem based out of Yahoo Groups, rather than a pbp. Here's the support site, which shows the rules we'll be using and the four characters already chosen.

I'm looking for two more players. Would anyone be interested?

Recruitment will run for a week or two.


The wind howled down from the crags like wolves, ravenous and sharp-toothed, stirring the deep mist between the trees, and in the valley below, the villagers shuddered. "An ill wind," the whispers said. What foul tidings blew down from high above, where Castle Ravenloft perched upon the mountain, ominous and dark? No one in Barovia had to ask.

The devil Strahd stirred.

I'm running Curse of Strahd in 5e as a PBEM (NOT PBP) based out of Yahoo Groups, and we're still early in the mod. I'm looking for a replacement player, as we're down to 3. Ex-PCs can be taken over, or a new PC can have been lured from the Forgotten Realms into Barovia by the Vistani. (We had a Vistani PC once, but I think it would be best to stay away from that in the future.)

The ex-PCs are:
Ascal Weaver, human wizard 3
Grey Jatan, tiefling monk 3
Dante Hatalithil, half-elf paladin of devotion (Torm) 3

If you do pick an ex-PC to take over, you'll need to familiarize yourself with their personality; other changes that don't dramatically alter the character are acceptable.

The current PCs are:
Perdita Imogen, half-elf rogue 1 paladin (Lathander) 2
Brother Attero Dominatus, human cleric of war (Torm) 3
Lissa, human barbarian 1 druid 2

Fair warning: My work has ramped up, so this isn't currently a fast game, but it chugs along. The party is currently in the town of Vallaki.

House rules:

- We use standard 5e point buy for abilities.

- PHB/Sword Coast Adventurer's Guide races/classes only, no 3pp. Note: No options that grant flight.

- Since we won't be on a board with a dice roller, either I handle the dice rolls in the background, or you can roll on our Paizo thread.

- No evil alignments. Also no evil alignments masquerading as other alignments. I prefer to work with heroes.

I'll let the recruitment run for a few weeks, since it seems hard to get people interested in non-pbp games.


Hi guys,

I'm running a group in a few hours, and one of the monsters (a greater barghest) has the Change Shape special quality. I don't see anywhere what type it is (Su, Sp or Ex), so I'm assuming Sp for now (even though it isn't listed under the monster's other spell-like abilities), but is that right? I want to know for the purpose of determining if using it provokes an AOO. Is there some other rule that covers special qualities that I haven't found?

(I'm also assuming it takes the same time as the spell it mimics, though I'm not sure if that's right.)

Thanks!


You know what would be cool? An [init] tag that sorted all the dice rolls inside it according to the results of the rolls, highest to lowest. :D

That, and I agree with another poster that somehow marking spoilered text, like with an indent or color field or something, would be really nice.

Cheers!


Make your rolls in this thread. Always ID your character and mention what you're rolling for.


Welcome to your DOOM.

...At least, if it's up to the devil Strahd. Is it?

Let's find out.

This thread is for dice rolling. Please ID your character every time you roll dice, as well as mentioning what you're rolling for.


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I'm planning to run The Sunless Citadel, The Forge of Fury, and Red Hand of Doom (converted to Pathfinder) as a campaign, all set in the Shaar of the Forgotten Realms, 1279 DR. The game will be a PBEM (NOT PBP) based out of Yahoo Groups, with a support website for things like character portraits and a collected archive of the story.

What I'm looking for:

- Players with a strong grasp of writing, as I collect all the posts into a story for everyone.

- Dependability. If you can't show up to post regularly, please don't apply.

- Players who are "engines" - they keep the game running by always pushing forward with actionable posts.

- Character concepts, NOT builds. Just a race, class, description and background (no more than 5 paragraphs, please). (The quality of the writing will be what sells your character, so don't sell it short!)

- 3-5 players. I have one spot reserved for an old player (an elf magus). I'm looking to keep the party size to 6 players.

What I'm offering:

- A RP-heavy game.

- Dedication. I've never given up on a game yet, and I don't plan to.

- 3pp allowed, pending review. No custom races beyond these offerings: Loxo, thri-kreen, wemics, and zebra-centaurs (see below). Note that some options will be reserved for certain races for flavor reasons, such as psionic classes for the thri-kreen, gungineers for gnomes, and legendary rogues for halflings.

House rules:

- Once you pick a favored class bonus, it's what you get for the entire campaign.

- Anything that can be Unchained, should be.

- No evil alignments. Also, no evil alignments masquerading as chaotic or neutral alignments. This is a game for heroes.

- Gunslingers must have some connection to the church of Oghma (unlike gnomish gungineers). Emerging guns.

- No traits meant for APs.

- All races age at the same rate until maturity, whereupon the longer-lived races age more slowly.

New races: (I'm open to comments about these races.)

Centaur (13 RP)

Racial features:
+2 Constitution, +2 Wisdom, –2 Charisma: Centaurs are hardy and sensible, but lack social graces. (0 RP)

Centaurs: Centaurs are monstrous humanoids. (1 RP (-2 RP - no low-light vision or darkvision))

Large: Centaurs take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A centaur takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)

Fast Speed: Centaurs have a base speed of 40 feet. (0 RP (Quadruped))

Quadruped: Centaurs have a +4 racial bonus to CMD against trip attempts. Centaurs use weapons and humanoid armor (not barding) as if they were Medium (instead of Large). (2 RP)

Hooves: Centaurs have a hoof attack (1d6, x2, B). It is a secondary natural attack.(1 RP)

Desert runner: Centaurs receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. (2 rp)

Languages: Centaurs begin play speaking Common. Centaurs with high Intelligence scores can choose from the following languages: Shartaan, Dwarven (Dethek), Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

A typical centaur stands 7 to 8 feet tall from front hoof to crown and measures 6 to 8 feet long from chest to tail, and weighing in at nearly 1,000 pounds. The horse portion of a centaur's body resembles a zebra - a trait that distinguishes him from the centaurs elsewhere in Faerûn - and his face is decidedly fey in appearance, with swept-back, angular features and somewhat pointed ears. He has golden bronze skin, light brown, black, or golden hair, and eyes in any of a wide variety of shades. Shaaryan centaurs prefer to wear their hair long, though they usually tie it back and weave decorative tokens into it. The number and kind of decorations a centaur wears indicate his rank in the tribe, though such distinctions are usually lost on outsiders.

Loxo (15 RP)

Racial features:
+4 Str, –2 Dexterity, -2 Intelligence: Loxo are powerful, but lack finesse and forethought. (2 RP)

Loxo: Loxo are monstrous humanoids with the giant subtype. (1 RP (-2 RP - no low-light vision or darkvision)) Loxo may take the Trample feat, and apply it to themselves as though they had hooves, ignoring prerequisites.

Large: Loxo take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A loxo takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)

Normal Speed: Loxo have a base speed of 30 feet. (0 RP)

Two trunks: Loxo have long, flexible trunks that can be used to carry objects. They cannot wield weapons with their trunks, but they can retrieve small, stowed objects carried on their persons as a swift action. They can maintain a grapple with their trunks and still make attacks with their hands.(5 RP)

Languages: Loxo begin play speaking Loxo and Common. Loxo with high Intelligence scores can choose from the following languages: Shaartan, Elven, Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Loxos appear as large humanoid elephants with two trunks and bluish-gray skin. They roam the Shaar in hunter-gatherer groups.

Thri-kreen (13 RP)

Racial features:
+4 Dexterity, -2 Intelligence, –2 Wisdom, -2 Charisma: Thri-kreen are deft, but are unused to thinking outside the box or relating to other races. (1 RP)

Thri-kreen: Thri-kreen are humanoids (thri-kreen). (0 RP)

Medium: Thri-kreen have no bonuses or penalties due to their size.(0 RP)

Normal Speed: Thri-kreen have a base speed of 30 feet. (0 RP)

Multi-armed: Thri-kreen possess four arms. They can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. (8 RP)

Darkvision: Thri-kreen can see in the dark up to 60 feet. (2 RP)

Alien mind: Thri-kreen gain a +2 to all Will saves. (2 RP)

Languages: Thri-kreen begin play speaking Common and Thri-kreen. Those with high Intelligence scores can choose from the following languages: Undercommon, Shaartan, Dwarven (Dethek), Gnoll, Gnome, Goblin, Halfling, and Orc.

Thri-kreen are insectoid humanoids with six limbs: two for walking and four to use as arms. Their heads have compound eyes and antennae. They primarily fight with two types of weapons: the gythka, a two-headed spear (treat as spear with the double quality replacing brace), and the chatkcha, a triangular crystalline throwing wedge (treat as chakram).

Wemic (15 RP)

Racial features:
+2 Strength, +2 Charisma, –2 Wisdom: Wemics are strong and sociable, but often lack patience. (0 RP)

Wemics: Wemics are monstrous humanoids with the catfolk subtype. (3 RP) A wemic may take Catfolk alternate racial traits, alternate favored class bonuses, and feats.

Large: Wemics take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A wemic takes up a space that is 10 feet by 10 feet and has a reach of 5 feet. (7 RP)

Normal Speed: Wemics have a base speed of 30 feet. (0 RP (Slow+Quadruped))

Quadruped: Wemics have a +4 racial bonus to CMD against trip attempts. (2 RP)

Low-Light Vision: In dim light, wemics can see twice as far as humans. (-1 RP (monstrous humanoid with no darkvision))

Natural Hunter: Wemics receive a +2 racial bonus on Perception and Survival checks. (4 RP)

Languages: Wemics begin play speaking Common and Catfolk. Wemics with high Intelligence scores can choose from the following languages: Shaartan, Dwarven (Dethek), Gnoll, Gnome, Goblin, Halfling, Orc, and Sylvan.

Wemics are a proud and noble people who may be the most skillful hunters in all Faerûn. From head to rump, wemics are 10 to 12 feet long, and they stand 6 to 7 feet tall from their front paws to the tops of their heads. They weigh around 600 pounds. Dusky golden fur covers them from head to tail. Their tails feature a brush of black hair, and the males have a long black mane. Wemics’ faces are a mixture of humanoid and leonine, and their golden eyes have the slitted pupils of a cat. Their ears are set high on their heads. All six of their limbs end in claws, but the ones on their hands and their front paws are retractable. Most wemics die in dangerous hunts on the savanna long before age can take them.

OK, that's all I can think of to add for now. Feel free to ask questions!


The wind howled down from the crags like wolves, ravenous and sharp-toothed, stirring the deep mist between the trees, and in the valley below, the villagers shuddered. "An ill wind," the whispers said. What foul tidings blew down from high above, where Castle Ravenloft perched upon the mountain, ominous and dark? No one in Barovia had to ask.

The devil Strahd stirred.

I'm planning to run Curse of Strahd in 5e as a PBEM (NOT PBP) based out of Yahoo Groups, with a support website for things like character portraits and a running story-format archive of the game. I'm running a number of other PBEMs with Pathfinder, but this will be my first 5e game. We'll start the game in the Forgotten Realms, on the Sword Coast, in Daggerford.

NOTE: It's a sandboxy kind of adventure, so there's a good chance of running into things not tailored to your level!

What I'm looking for:

- Players with a strong grasp of writing, as I collect all the posts into a story for everyone.

- Dependability. If you can't show up to post regularly, please don't apply. I'd like people to be able to post daily on weekdays, at least.

- Players who are "engines" - they keep the game running by always pushing forward with actionable posts.

- Character concepts, NOT builds. Just race, class, description and background (no more than 5 reasonably short paragraphs max., please). The quality of the writing will be what sells your character, so don't sell it short!

- 3-5 players, for a party totaling 4-6. I have one spot reserved (a barbarian-druid).

What I'm offering:

- A RP-heavy game.

- Dedication. I've never given up on a game yet, and I don't plan to.

House rules:

- We will be using standard point buy for abilities. I'll link the chosen players to a site with a 5e point buy calculator. It shouldn't matter for the concept, though.

- PHB/Sword Coast Adventurer's Guide races/classes only, no 3pp. I'm new to 5e, and I want to ease into DMing it. Note: No options that grant flight. Also available: Curse of Strahd options.

- Since we won't be on a board with a dice roller, I'll handle the dice rolls in the background.

- No evil alignments. Also no evil alignments masquerading as neutral alignments. I prefer to work with heroes.

I'll let the recruitment run until the end of the month, or thereabout. Let me know if you have any questions.


I'm not really familiar with 5e, but I love the old Ravenloft stuff from 2e. I understand Curse of Strahd is like an update of that older stuff. Has anyone out there converted the module to Pathfinder rules? Alternatively, are there good conversion guidelines out there somewhere? I've found some that go the other way, but they aren't official or anything.


So, my players didn't finish off all the critters on the Hambley farm, and that means more farmers will succumb until there's a raid on Sandpoint. Does anyone have suggestions for how I can stagger the raiders into manageable chunks in interesting ways? Or, perhaps, know of a module I could substitute for the event?

The party isn't that attached to Sandpoint thanks to their ongoing feud with Vinder, and some other... interesting diplomatic moments they've had. I'm also trying to think of ways to get them more friendly with the locals.

Thanks!


Does anyone know if the spellblade abilities are actually feats, or abilities with the same name as feats that stack with the same feats?

Thanks!


My players stay out, please.:

I'm running a game where the rogue has been kidnapped from the party and taken to meet her long-lost sister, now working for the villain in the enemy's fey army camp. Since that was one of the character's main goals, I thought it would result in some fun RP for the player, but her character has responded the same way she has responded to almost all other challenges - she withdrew into herself and is refusing to interact with her sister.

I'm kind of at my wit's end in thinking of ways to get this player/character more engaged with the story and the game. I do have one last trick up my sleeve, which is to have her sister kill an NPC the character clings to as a crutch, refusing to interact with the rest of the party. I'm hoping that a tale of revenge will prove more entertaining to the player than the mystery of what happened to her sister does, since she doesn't seem that interested in finding out (or even grilling her about the enemy's strengths and weaknesses, or doing other spy stuff).

Alternatively, she may forgive her sister, which opens the door to her redeeming someone from the enemy camp, which might also be interesting. I was planning on waiting for the party to catch up to her so they could witness (and join in on) this turn of events, but maybe it should happen while she's alone? It might be kind of badass for her to deal with it and escape on her own... but I have no idea if she'd actually try that. OK, I suspect she wouldn't.

I guess maybe I need an idea for a mini-adventure or hook or something that can engage the character to DO something. The player doesn't seem to be unhappy, and she's stuck with our group for over 10 years, so I really want it to pay off with something fun for her character to do while she's alone. While the rogue is technically a prisoner, she has the run of the army camp and the commander's tent. Can anyone give me good ideas for events that might happen that would be interesting for a shy, reticent character in her situation?


Like many others, I got the Humble Bundle, but my question isn't about downloading. Rather, I was wondering if it would be possible to swap out the Hell's Rebels adventures for Kingmaker ones? I realize I'm already getting a really good deal, but I thought it couldn't hurt to ask. :)


I'm trying to buy some pdfs, but it won't let me until I enter a shipping address, and when I click on Manage Addresses there's nowhere to enter a new one. Hitting Edit just loads the same screen that says I have no addresses, with nowhere to add an address.

When trying to pay, it allows me to enter a new address - but the popup is so small that I can't get to the bottom, and I can't scroll down, so I can't enter it there, either.

I've tried to enter an address in Chrome and IE (I can't use Firefox because it keeps crashing lately). Neither works. I'm using a Win7 machine.


I'm thinking of starting another PBEM campaign on Yahoo Groups. It suits the format of writing-focused roleplaying, and I handle most of the mechanics of the game behind the scenes to save time. I usually have 6 PCs to encourage posting to keep the game moving, and I'm planning on experimenting with 3pp (that I have access to) on a case-by-case basis.

The campaigns I'm considering are:
1) Kingmaker
2) Throne of Night
3) Serpent's Skull

Would this be of any interest, and if so, which campaign?


Does anyone have suggestions for published adventures/modules to run as a prelude to Red Hand of Doom? I'm thinking of starting the game at level 1. Refluffing isn't a problem.


My players stay out, please.:

I'm running a Pathfinder-modified version of the Dungeon #90 adventure Elfwhisper (3.0, I believe), and the final boss encounter is set up to be a TPK against my party. I'd like to avoid that.

The party consists of a lvl.7 diviner with virtually no offensive spells (for house rule legacy reasons), a lvl.7 bow ranger, a lvl.6 antipaladin (who I'm allowing to smite evil for story reasons, with the use of hero points and some good RP), a lvl.6 shadow sorceror (with a shadow raven familiar), and a lvl.6 NPC cleric (their rogue is currently missing). They don't have a great deal of magical or alchemical equipment - only the ranger and antipaladin have low-grade magic weapons. They do have the aid of a dying lvl.4 NPC bard, who was attacked by the boss, and the antipaladin is being protected by elven spirits as though he were under a stacking mage armor effect. The party has proceeded to attack the boss over a harp of charming it has.

The boss is an advanced half-fiend shambling mound with some odd powers. It has fire resistance 30 and cold and acid resistance 20, a fairly high AC and attack as well as hps, and the thing that concerns me most: its spell-like abilities, which it uses as a 14th level sorceror. The one that concerns me most is blasphemy. That one, cast at such a high CL, could be a TPK on its own. If you have the magazine, you can see the others, but they don't concern me as much (except maybe for unholy aura, which would grant it SR 25 vs good spells/spells cast by good creatures once cast!). Honestly, the spells appear to be chosen out of a hat full of "let's destroy the party." On top of that, the boss is supposed to be able to use the harp of charming, which might conceivably take out the party's main firepower/muscle if they fail their saves. Its main concern is to kill the sorceror, who is an elf. She has currently gotten too close, and is grappled. Did I mention that it has a reach of 20'?

I don't want to nerf the encounter entirely, as it should be hard, but obviously I don't want to slaughter the party. On top of that, they've been grumbling about not succeeding at their other quests, so they probably will be unhappy even if they survive this unless they defeat the boss somehow. Since the game is supposed to be fun for them, and we've been playing a long time (pbem) without what they consider significant victories, I want to make it possible for them to defeat the boss - but I don't want to make the boss a pushover, either. I hinted earlier in the game that the boss could be controlled by the harp it now has, but a) they don't seem to think they can get the harp without killing the boss, though the familiar is holding it along with the boss, and b) they don't seem to have realized that the boss IS the boss I hinted about.

Since they aren't carrying much in the way of offensive power that can defeat the mound, especially with its fire resistance (which might as well be immunity when it's that high), their choices are to simply run away and come back better equipped, which they don't want to do because they're in the middle of tracking down the missing rogue, or abandon the harp entirely, which they don't want to do because they think it's important to the plot. OR... we're looking at TPK material. Or I DM fiat that they win somehow, which is a pretty hollow victory.

Other details:
- the boss can speak so long as it's within a 40'r of a dead tree (unhallow tongues effect), in the center of a clearing in some ruins, which is its lair. It doesn't want to go too far from the tree due to the SA spells centered on it, but can be lured away because it's not too bright (though it doesn't speak like a caveman or anything). It has dropped some plot hints about the antipaladin, and wasn't inclined to attack him (or anyone but the bard (a half-elf) and the elf PC) at first, but now he has attacked it and the gloves are off.

- the boss has, in the story, been killing off elves in the region for a long time. Not just once long ago, but continuously since it arrived; it just arrived so long ago that, combined with general hostility towards elves in the area, most of the killing was long ago, and no one worries about a missing elf here or there now. The harp is instrumental to keeping it under control, and the boss knows that the harp can do that. The boss is actually the pawn of a greater power, the true villain of the campaign, which the party doesn't know about yet (though the missing rogue does).

- there is an escape hatch nearby (within the clearing): a fairy ring that leads to the outer part of the forest. I've described a desecrate effect on the dead tree as the Weave unravelling into wild magic just around it, again for story reasons. (The diviner can see this.)

- I do allow hero points to be used to get hints on how to deal with situations.

So... is there a way to save this situation without being extremely heavy-handed with hints and cheating in favor of the PCs? They do have plenty of hero points (due to an old house rule that removed the limitation of max.3), so they can avoid insta-death, but... well, they haven't come up with anything clever and neither have I. Best-case scenario at the moment is that the boss crushes the elf, then drops her and leaves her for dead (though with judicious use of hero points she wouldn't be) and... I don't know, goes away for some reason. Maybe they even sever the branch holding the harp before it can use it (the ranger severed the vine it used to grab the harp before, but no one got to it before the boss picked the harp up again - not sure why she thinks it won't work again), and grab the harp. But I doubt they'd let it go (or use the harp to control it, since they don't seem to have understood that this is the boss the harp was meant to control, and with the bard dying and no one inclined to help him, no one can play it anyway), and if they did, they'd be unhappy about another "defeat." Quandary!

TL;DR: The boss is too tough for the party (with their limited resources) to win at the moment, but I don't want to nerf it too much. I would prefer that they have some sort of victory, even if they don't manage to destroy the boss. Ideas on how to achieve this? I'm no good at building monsters, which is why I used a published one in the first place. I suspect a story solution is called for, I just can't see the forest for the shambling mound. :P


KFRO players stay out!:

I'm running a semi-homebrew game in which the PCs are going to discover that there's a link between the elves of Faerûn (1345 DR) and the Sidhe/Unseelie of legend, and the campaign is going to revolve around that and an Unseelie invasion. I have one elven PC, a star elf, who was enslaved from birth by an evil wizard in the Moonsea. She escaped him by joining the Church of Shar (in my version of the Moonsea, the Dark Gods (led by Bane) more or less rule, in that they are worshipped largely unopposed), whose main purpose in keeping her is to avoid adding her power to the Brotherhood of the Cloak, a guild of mages who are supposedly under their control, but in reality are a faction that vies with the Church and the nobles of the Moonsea. The PC doesn't know anything about who she really is, or where she came from, or how she came to be enslaved.

I've decided that star elves have an even closer link to the Sidhe/Unseelie than the other elves of Faerûn, but I could use some input for interesting ideas as to who this PC should really be, or how she ended up enslaved from infancy. She shouldn't be a Sidhe/Unseelie herself, as I have special plans for them, but... I'm kind of ramming my head against the wall when I try to come up with new ideas. Total brain burnout. Can anyone help me?

I always think of asking the forums about 3 seconds before I need to get to sleep. Please don't be offended if I don't respond to great ideas right away!


Make your rolls here if you like - just note which character it's for, since I don't know all your aliases.


My players (KFR0) stay out, please.:

I'm running a 1345DR FR pbem game in which one player has given his character a level of antipaladin in service to Bane. He has agreed with me on a character arc that has his antipaladin eventually rise to become a normal paladin, though he hasn't chosen another god (and I'm kind of hoping he won't for metaplot reasons, so that he can gain his new powers from a new force I'll be introducing, though this would hopefully be a surprise, so I can't tell the player about it now).

Other background: his PC has a serious crush on another PC from the same area, who is ostensibly a follower of the same dark pantheon as himself (I gathered a handful of deities and made them a new pantheon under Bane), but who in reality is a follower of Mielikki. I'm thinking she could help advance the antipaladin's character arc, but I haven't made any agreements with her player yet.

Other other background: The campaign will have a strong fey presence. Also, it being a pbem, we're a pretty RP-heavy group.

So far I've just been sending the PC nightmares about an upcoming event, with urgings to commit dark deeds in preparation for standing against it - but with a slender ray of light offering another path, referencing his long-gone parents. I was hoping I could get some more ideas of how to encourage the PC to make a decision between good and evil, ramping up the intensity until the change takes place. I've considered having him find an intelligent weapon belonging to the new force (and making it the source of the light in his nightmares), but I'm not sure if that would be too railroady. Then again, since we've agreed on his arc, I'm not sure railroady is a problem.

So, any fun ideas? Or lacking that, any interesting metaphors I could place in his dreams?


When I go to look at The Order of the Stick comics, I keep getting bounced back to this page: http://paizo.com/store/booksMagazines/comics. Is Paizo no longer selling these, or is there some other problem?


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Because of reasons.

Artists take note!


I'm wondering if a glitterdust spell continues to affect anyone who walks into it after it has been cast, or if it only affects those caught in its radius when it is cast?

My friend is saying that only emanations have an effect that continues to affect those within its area after it has been cast, and glitterdust is a spread, not an emanation. Does this hold water?


I once read this article about how characters who had suffered a brush with death (i.e. been raised) could be eligible for new feats that played off that connection to the dead. I cannot for the life of me remember what issue it was in, or find it anywhere. Please help!


I'm running Burnt Offerings for play-by-email on Yahoo Groups, and player dropout has left some openings. I'm looking for one or two people either willing to take over an existing character (female half-elf rogue or female half-elf barbarian) or to create a new character using only core races/classes, who has been captured by the goblins of Thistletop and will be released shortly by the party.

Again, this is for pbem, NOT pbp.

Preference will be given to players who can spell and punctuate correctly. If you're interested in one of the existing characters I can tell you more. If you want to make a new one, right now I'm just looking for a short background/concept - don't go to all the trouble of making a whole sheet.

The current composition of the party is:
male half-orc wizard (evoker)
female human paladin (Sarenrae)
male gnome cleric (Desna)
male human fighter (possible the player may drop out)

female half-elf rogue (up for grabs)
female half-elf barbarian (up for grabs)


I've been playing on and off in a long-lasting solo game. In the beginning the DM said, "make your character anything, any level," so I came up with a munchkin character and for a while we had a blast. We didn't use the rules (2nd Ed. back then) as anything but a stepstone for ideas, and though the plots were cheesy, the DM was really good at NPC characterization and we had a lot of fun.

Within the last few years, though, his tendency to take away the control of my character, have him do something bad, then say something like, "Suddenly you're back in control of your body" and have me deal with whatever s#$+ situation he's come up with has increased to the point where half the time I'm not responsible for anything the character does. On top of being held responsible for it anyway, his NPCs have taken to insulting my character on a regular basis, my character can't deal with anything above a lvl.5 challenge (I either get my ass handed to me by DM fiat or told that my solution flat out won't work - only for his DMPCs to come in and say/do something similar that saves the day), he never gives me enough information to act on without me having to pull it out of him like I'm pulling his teeth (but if I do something wrong because I didn't know what my character should be able to see, LOL SRY TOO BAD), and he's completely screwed over my character's backstory with his current plot. He also penalizes my character for my own lack of charisma/tactical knowledge/whatever.

I'm starting to feel like an unwelcome extra in his DMPC-focused story extravaganza. The problem is that he's really touchy, and any criticism can set off a tantrum where he threatens to take his ball and go home. He views himself as a great DM (and he really used to be one!), though has never actually played IN a game, so I don't think he understands how frustrating this s#!+ is. I offered to de-munchkinize my character in case it was getting too hard to deal with, but I immediately regained all my powers by his doing. He seems willing enough to play the game on the occasions we meet, and I try hard to go with the flow of the story even when it's borking my character up, so the vibe I'm getting is that he thinks it's fun to do this - not for me, but for him.

At this point I'm really attached to the characters and invested in the story, but playing is a gorram frustration. I can't discuss it with him frankly because he'll blow his top, but I don't want to give up on the game. Maybe someone with better charisma than me can explain how to let the DM know he's not being as great a DM as he thinks?


My DM is running us through the War of the Burning Sky AP, and I have a greatsword-wielding fighter that just hit 2nd level. His feats are Cavalry Errant (a background feat from WotBS), Dodge, Weapon focus: greatsword, Mobility and Power Attack. Does anyone have any suggestions as to what feats I should take through lvl.20? Obviously I'll be taking the weapon specialization and focus tree, and I'd like to take improved critical and weapon supremacy (from PHB2), but other than that I don't know. The DM said I probably won't need the mounted feats.

Any 'official' source is probably OK.


I need some new players for our RotR play by email campaign. The group is still in the beginning of the first module (just entered the Glassworks), and currently consists of a human half-Varisian cleric of Shelyn, a human Ulfen ranger, and a halfling bard.

I'd like to recruit people who can write well (so we'll have a fun story to read when it's all done) and who can post at least daily.

We're using the Pathfinder rules, but only Core races and classes (archetypes are probably OK, but please check first). You get two traits, and in addition one of the feats from the Player's Guide if you're a Varisian native. 25-point buy for abilities.

You don't need to post any crunch here, just a concept and character background. If you get picked, there's an RTF sheet to fill out on our Yahoo group under Files. Our website is here.


I'd like to run the Freeport adventures in Golarion with the Pathfinder rules, and I want to offer some cool campaign traits. I'm aware that KQ has some, but they appear to mostly presuppose that the PCs are from Freeport, while the adventure states that the PCs should just have arrived from elsewhere. I'm an uncreative lump at the moment, so tell me: what do you think would make good campaign traits for newcomers to Freeport?


Yesterday I made a post about this that got shunted into Suggestions/Homebrew/Whatever for some reason, never to see the light of day again, so this time I'll keep it short and sweet.

I need advice/ideas on how to challenge a low-level party that has to climb the tallest mountain(s) in the world (infested with rocs) and then travel through a forest full of über-dire wolves. I don't want to TPK them, but challenge them with these foes (and possibly some abberations) - preferably in a way that doesn't need to lead to combat. Puzzles of some sort would be nice, and ideas of how to make the trip fun and memorable.

Suggestions on aberrations to use are also welcome.

Some facts:


  • The PCs will start at lvl.1 having to climb the mountain and go through the forest
  • They will have no wizards, rogues or paladins, but possibly oracles or summoners.
  • The PCs are flavored as Neanderthals, with Neanderthal equipment


In any case, I'd like to start my very first fully-homebrew game with an all-human Neanderthal Epic 6 story. I'm not doing anything mechanically to differentiate Neanderthals from regular humans; instead I plan to alter the Cro-Magnon a little. But that's a tangent, sorry.

I've been brainstorming all day, and I've come up with a story that seems okay, I think... but now comes the part where I have to translate it into actual scenarios with opponents and game mechanics. Yech. Which finally brings me to my point: is anyone interested in helping me come up with a fun scenario for the first adventure?

The gist of the first adventure is: The Bird of Thunder clan has seen something strange far to the north, where the frost never touches. Having journeyed to the top of the tallest Sky Mountain to see this for themselves, the party must go there through the forest of the Ur-Wolves.

I want the challenge to have something to do with the rocs that live on the Sky Mountains and of course the Ur-Wolves in their forest, but I'm drawing a blank as to a fun thing to do with them. I don't want it to be just some hackfest, but to maybe have a puzzle or something. Maybe the Ur-Wolves are semi-intelligent, and let the PCs pass if they save a pup in trouble, or something. Any ideas, anyone?


It says Spark can light unattended Fine objects... but it seems odd that it couldn't light a torch, which is meant to be lit, though it isn't Fine. In fact, it seems odd that it could only (potentially) light torches or lanterns that are unattended. Could someone clarify? Thanks!


I'm running a homebrew where one of the PCs is looking for her long-lost sister. I decided to make the sister one of the minor BBEGs in the campaign, which is about a fey invasion. The PC will have a chance to 'convert' the sister, or they'll have a showdown and (I expect) the sister will die, perhaps whispering a few clues for later and setting the PCs against the evil fey. In the meantime, I've set it up so that all the cannon fodder for the evil fey army (goblinoids mostly) are terrified of her, and due to how she's been talking up her sister the PC, they're afraid of the PC too.

The sister has been abducted by the fey to their realm for a while, where a lot of time has passed, allowing her to become more powerful than the PC(s). I've decided that this was because of her mixed human and fey blood making her a good go-between for minor villains used by the main BBEG. That's why I'm thinking she should be a feyblooded sorceror, circa level 10 (the PCs are currently level 6).

I could use some advice on her build - feats and spells, mostly. I want to emphasize how badass she is to scare the cannon fodder like that, preferably with fey-themed abilities (dreams, shadows, animals, phantasms, etc.). Or if someone has alternate class/prestige class ideas, I'd like to hear about them, too.

If anyone has any bright ideas about how I could extend the fey blood theme to the PC somehow, that'd be great too. I thought about offering her a bonus fey feat, but thought that'd be unfair to the other PCs. I also thought about making a special prestige class to offer her, but I have no experience doing that, so it'd probably end up unbalanced.

So... halp?


I'll say it up front: I suck at tactics.

The party has just cleared the thistle maze and more or less all resistance on the first level of Thistletop, capturing Ripnugget (they captured Gogmurt too, but let him go). They haven't yet discovered the dungeon levels, but when they do, I think they'll turn back to Sandpoint to restock and recover.

My question is: with the goblins wiped out, what would Nualia & Co.'s response be? Surely she wouldn't just keep on researching as though nothing had happened? How would they set up a defense of the fort without the goblins if they have a day or more to prepare?

Where would they set up to cause the most grief to trespassers? Any specific tactics they might use would be welcome.

If it helps, the party has just hit 3rd level. One of them is a paladin of Sarenrae who used to know Nualia. I imagine a chance for her to redeem Nualia if she plays her cards right.


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Anyone who enjoys writing interested in joining an ongoing Rise of the Runelords pbem played on Yahoo Groups? We're still early in the first adventure. Only core classes and races, though.


A barbarian in my game is trying to use a Knockback bull rush against the mount of a mounted opponent with the Mounted Combat feat. Since you can negate a hit on your mount with this feat, does it function against combat maneuvers?


If a Handy Haversack is sized for a Small character (we don't use magical item resizing), is the capacity smaller, or does the fact that it's a magic item overrule that?


I've joined a campaign that has gotten to 16th level, which is by FAR the highest level I've ever played. At first I built a camel-riding paladin, but the setting and general uselessness of the paladin (can't even convert anyone, that's taken care of by the cleric) has convinced me to switch characters.

Now I'd like to try an elven rogue in the hope of actually being useful for a change. Elven due to campaign concerns, rogue because we already have a fighter and a ranger and I'm nervous about remembering all the options at this level for other classes. But I've never really run a high-level character besides the fiasco that was the paladin, so I could really use some advice on an awesome build, from stats to feats to magical equipment. OR an alternate class build if the rogue turns out to be a bad choice.

Can anyone help me out? Most splatbooks are acceptable I think, assuming either I or our gaming club have them (which is likely). The new adventure starts on Monday. Piles of internet cookies for everyone who helps! :)


We've lost the player of our dwarf ranger, and we need a replacement. I'd prefer that someone just take over the dwarf ranger, but I'll consider interesting new concepts, too.

The group is currently assaulting Thistletop, so any new character will be found there, probably as a captive of the goblins. Everyone is lvl.2, core classes and races only. Concepts please, not stats.

If you'd like to take over the existing dwarf ranger (yay!), here's some info on him:


  • He came to the town of Sandpoint during the Swallowtail Festival specifically to find a half-elf (one of the PCs) that he's infatuated with (whom he knew would be attending), but she's recently changed into a terse killer and his affection is unrequited.
  • He lost his father's battleaxe under Sandpoint (shattered) and now uses a fancy handaxe he found on a mutated goblin-thing.
  • His name contains the rare-in-Dwarven "th" sound.
  • He doesn't believe in bathing, but believes his 'natural scent' hides him from predators.
  • His favored enemies are goblins.
  • Anything else you want to know about him, ask.

The rest of the party consists of:


  • A half-orc evoker
  • A human paladin of Sarenrae
  • A gnome cleric of Desna
  • A half-elf, half-Shoanti Shadde-Quah barbarian
  • A half-elf rogue (the dwarf's interest)

I'll wait a week or so for volunteers before choosing. Cheers!


Our RotR pbem game stagnated due to lack of posting, and now we're looking for people committed to frequent posting and entertaining writing. You can take over one of the old characters (a Shoanti druid, gnome frost sorceror or halfling rogue) or make a new character that has a reason to go adventuring with the Heroes of Sandpoint.

The party is 1st level and has just defeated a goblin raid on the town of Sandpoint the day before yesterday. Now they're investigating a goblin lair, where they might find the new party member(s). 25-pt buy, no evil characters, core material only for class and race (though I'll usually accept archetypes). The current party includes an Ulfen ranger, a Shoanti monk and a cleric of Shelyn; we could use a rogue or arcane caster. I'd like to see some basic concepts here before you go to the work of statting out a character.

Our group on Yahoo Groups is rotrdk, with a link to our website on it.


Can anyone recommend a 1st-lvl adventure where there's little combat and mostly roleplaying? It can also be 3.5 and even something from Dungeon; I'm planning on running a pbem game for total RPG newbies, and I find it best to restrict combat severely. However, I feel too shaky as a DM to design an adventure myself, so any recommendations are really, really welcome.


The pregen characters at the back of WBG includes an alchemist, but I'm a little uncertain about the extracts he has. Specifically their number. As far as I can tell, he should only have 4 at lvl.1(2+2 for Int), but he has 6. What have I overlooked? Could someone please explain this discrepancy to me?


In the pbp game I'm in, when I post as my alias Patch Cullen, I get the message that I can only post 10 times before the name becomes permanent, which I never got with my other aliases. The only other time I've seen it is when I first posted on the boards. Is there something weird going on here, or does that message show for all aliases now? I'd rather not change my original alias to Patch Cullen!


I've got a non-optimized 15th level desert paladin (complete with divine warcamel mount) that has proven to be far too squishy, mainly because I didn't outfit her very well. Now I've been encouraged to cheese her up equipmentwise (within the means of a 15th level character), and I need some advice.

Due to her desert background she's leery of metal armor, so she has bracers of armor and some homebrew "spidersilk" armor that stacks with them, but her AC still sucks. I'd like a non-plate armor method of beefing up her AC. Losing the spidersilk is not a problem.

She's specialized in using a glaive or, at closer quarters, a falchion. However, the ones she has aren't magical and basically suck. She deals something like an eighth of the damage of the other combat characters in her party. Somehow I don't think her god is impressed with her nearly dying every fight she's in.

I can probably argue for anything found in an official 3.5 splatbook, and possibly even non-official splatbooks, but I've never played such a high-level character before and just don't know HOW to cheese her up. Any advice is appreciated!


Hi there,

I'm doing a bachelor project on gaming (game literacy and social ties that bridge the digital divide), and it would really help me out if as many online roleplayers as possible would answer a few questions for me within the next few days. I've made a short questionnaire with just 10 questions here: http://www.surveymonkey.com/s/FF8WYHB

If you have any questions, post them here and I'll do my best to answer. Thanks in advance for your help! :D

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Silver Crusade

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Over the course of the COVID-19 shutdown I've had a lot of time on my hands, so I've started working on something I haven't had time to do in a long time: Write my own adventure material.

Of course, I know that once it's over I'll be back to work and won't have time to keep up with it, so what I'm doing is writing a framework designed to slot the Villain Codex and Monster Codex into. My start was reading the various geography-based cues in the Villain Codex and making a map to fit.

Map gallery on Imgur.

I plan to run this as a sort of intrigue-filled sandbox. I'll write up short gazetteers over the coming days, but here's a quick rundown.

The Unified Kingdom of the Marklands is the working title for the conjoined realm ruled by the Regal Court. The elven nation that the elven spy represents as ambassador is tentatively slated for the unlabeled landmass east of the Tramian islands.

The Barony of Westhaven is the holding of the Baroness who has allied with the Lord Marshal of the Cruel Musketeers - it's a larger territory than the other western principalities because, as noted in the book, she has expanded her holdings with the help of the Musketeers.

The Tramian Atoll is an obvious source of havens for the Scandalous Pirates.

The hills and forest on the northern boundary of Northmark is intended as a home for elements of the Musketeers and/or the Ruthless Brigands - who may be hired as mercenaries by the Baroness or the Regal Court as events progress (the petitioning paladin from the Regal Court entry is the lord of the border settlement on the road to Northold and will appear in the Court at the proper time asking for help with the bandits). The free cities dotting the southward coast are there because they're mentioned in the Ruthless Brigands introduction, and variety in locations is always a good thing.

The southern forest, by contrast, is home to the Merry Outlaws - and may be overtaken by Nature's Scourge as events progress.

The Arcane Society, Secret Society, Thieves' Guild, Slayers' Guild, and Corrupt Guard can slot into any of the cities as needed. I'm thinking the Secret Society might be best based in Southaven, filling the role of nobility loyal to the Queen as well as their clandestine role.

One of the ruins in the mountains can be home to the Fang Monastery, though I'm admittedly not sold on including them.

The Diabolical Church can start insinuating themselves into one of the western territories apart from Westhaven - possibly setting themselves up as a counterbalance to the burgeoning power of the Baroness. If the players' intervention makes things go to hell in the Marklands, though, they might set up there and make the expression literal. ;)

The Savage Marauders, and later the Demon Knights, are more an event than a pervasive threat; they can sweep in from the north or east at any appropriate point if the players seem lost in the sandbox and need something to do. The same can be said for any of the villainous organizations making a power play, of course; the world isn't going to sit around waiting on the PCs to do things.

The Brutal Slavers, Merchant Caravan, and Carnival Troupe are all by nature mobile and prone to sticking to small towns - and possibly even preying on each other.

The Death Cult can arise as a threat basically anywhere, coming from within the realm familiar to the PCs in contrast to the marauders. The Sinister Cult is set up as a sort of ultimate threat, and I don't know that I'll use it; I don't tend to like Lovecraftian horror.

The Monster Codex (which I picked up for $10 in the spring sale!) comes in as you get into and east of the mountains, where I've marked a few orc villages, but that will get developed further when the book gets here.

My fellow GMs are free to use any or all of what I put in this thread. I don't intend to homebrew rules content for it; this is purely a setting project using Pathfinder 1e rules. I hope you like it, and I welcome feedback. :)

Silver Crusade

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My group went from D&D 3.5e to Pathfinder for a reason. We like that style of game and plan to stick with it. I just finished Rise of the Runelords and started running Shattered Star (using Roll20). In person one of the other players is going to start running Hell's Rebels, but that's on hold until it's safe to gather again.

Silver Crusade

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They reconsidered over the intervening week, pulled a "We didn't say we were doing that!" (when they totally did) and went about pushing into the cave, which proceeded as written with Arkrhyst hiding while they took his treasure and went through the portal.

Silver Crusade

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Oh, man! I was paging through a friend's copy of this the other day, and I am filled with a manic urge to stick the Regal Court in a River Kingdom somewhere, have the Cruel Musketeers in their logical position relative to it, the Corrupt Guards as the city watch, either the Merry Outlaws or the Ruthless Brigands (or both, competing!) in the woods around, the obligatory thieves' guild, and set up a scenario where some major player therein makes a move that disrupts the delicate balance between them and just let the PCs do what they will about the results.

Of course, that would probably end badly; I find players rarely do well with a true open scenario that doesn't have a side that they're predetermined to come down on. :P My local store says the book is out of stock; when is that expected to change?

Silver Crusade

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pH unbalanced wrote:
This is a great scenario...as long as the GM has full prep time. Running it cold would be abysmal.

Tell me about it. I had to do just that on Saturday when I got railroaded into GMing something, anything, because it turned out that we had multiple players who had played every scenario that was planned to be on offer. DO NOT, under any circumstances, run this cold. It wound up devolving into a free-for-all of skill checks because I only had a tenuous grasp on how it was supposed to work (having only read through the Influence rules once when Ultimate Intrigue first came out) and my players had absolutely no idea because they'd never even looked at them. I as the GM didn't even know they would be used until we'd already started playing.

Silver Crusade

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CBDunkerson wrote:
Fromper wrote:
ermak_umk3 wrote:

Wouldn't Robin Hood count as a chaotic good bandit?

Or Han Solo?
Now name a non-fictional person who has ever been described as a "pirate" who qualifies.

Bill Gates and Steve Jobs? Numerous non-evil file sharers around the world? Various members of Sea Shepherd?

At that... one man's 'pirate' is another's 'privateer'. So... Sir Francis Drake?

Tim Curry's got some ideas. :P

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Milo v3 wrote:
Quandary wrote:
To be fair, RP's stance is pretty much identical to what James Jacobs/Paizo's stance has been up to this point.
I find it strange how other classes are allowed to have archetypes that changes the concept but somehow if you make a paladin archetype that makes it not the horrible cliche they're not real paladins.

Sure you can! Just call it something else. Note that Tyrant is in the same book and I haven't had a peep of complaint about that; in fact I'm rather excited. Had they cribbed Unearthed Arcana and called it "paladin of tyranny," though, I'd have blown a gasket. :P Antipaladin is a ham-handed design (there should be more to a champion of Evil than just inverting the paladin, if nothing else because offensive abilities and inflicting status effects are inherently more powerful than cures and removing status effects), but that's a separate problem.

The problem is that words have meanings, and titles especially do. You don't call any schlub who took a first aid course Doctor, you don't call a county councilman Senator, and you don't call some random guy with a sword out for himself a paladin or a knight (and if the setting you're playing in is a chivalric and aristocratic society, heaven help you if you called him Sir). If you want a CG-aligned champion of freedom class, Liberator or something would be appropriate, and I would totally play one, especially if it had abilities that appropriately reflect championing freedom rather than a direct port of the paladin's skill set. But if you start calling any champion class of every alignment "paladin of X," the word ceases to have meaning, or at least meaning beyond "can smite people he disagrees with."

Silver Crusade

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Milo v3 wrote:
Renegade Paladin wrote:
No, because a character that is not lawful good cannot be a paladin, by definition.

1. If your going by proper meaning on Paladin, then lawful good has nothing to do with it.

2. If your going with the games meaning of Paladin, then yes you can, you take the archetype.

3. If your going by a different meaning of Paladin, then that meaning only exists in your head.

I'm using the definition of the Pearl Poet as recorded in Sir Gawain and the Green Knight and translated by Brian Stone in 1974. Gawain's behavior that caused the Green Knight to say that he "truly seem[ed] to be the most perfect paladin ever to pace the earth" was the epitome of knightly and chivalric virtue; honesty, forthrightness, courage, fidelity, and faithfulness to his word. Slackers who don't want to live up to that don't get to claim the title.

Silver Crusade

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jedi8187 wrote:
Thomas Seitz wrote:

Well unsurprisingly, the paladin got no love.

I am interested in the spiritualist archetype(s).

We've been told the Grey Paladin is in this book. It probably in "Other class archetypes" section.

See: Posers pretending to be paladins.

Silver Crusade

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Terminalmancer wrote:

I'm also looking forward to using this on my Kingmaker players...** spoiler omitted **

Kingmaker:
That's the random bard that turns up trying to destabilize the kingdom, yes? Our party has three bards, so one of them just engaged him in a bard-off and he left town in shame. Then my ranger tracked him. :P Seems the GM really didn't want us to know where he came from, though, since I wasn't permitted to chase him very far outside the borders before being not-so-randomly waylaid and forced to break off...
Thomas Seitz wrote:

Well unsurprisingly, the paladin got no love.

I am interested in the spiritualist archetype(s).

You're damn right it didn't. Just anti-paladin and some posers pretending to be paladins. :P

Silver Crusade

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Ross Byers wrote:
Renegade Paladin wrote:
Profession (barrister),
This is not the correct 'Law'.

Nothing says they can't do both. ;) In any case, I've played a paladin in 3.5 Forgotten Realms who hewed to the code while running an effective counterinsurgency campaign and shadow war against the Night Masks, and my first Pathfinder Society character is a paladin actively scheming to bring down Hamaria Blakros for her evil ways and handed the means to do it through her violation of Absalom's slave trading laws in The Penumbral Accords (hence Profession [barrister]). The overarching point is that relaxing the definition of "paladin" to include not-good and not-lawful is both a perversion of the concept and not at all necessary to make them fit in a campaign heavy in political intrigue.

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I defy anyone to tell me with a straight face that a paladin needs to stray from law and/or good to competently deal with or even in intrigue. I've done it before and will do it again, no "gray paladin" required; they have all the tools as-is. Diplomacy, Sense Motive, Knowledge (nobility), Profession (barrister), and best of all a commitment to Law. Nothing drives intrigue quite like knowing all the ins and outs of the rules. ;) Something like the 3.5 Grey Guard or the gray paladin archetype talked about here only serves as a crutch for those who want the glory without the guts. :P

Silver Crusade

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Hrothdane wrote:

*vein pulses in forehead*

WHY CANT I PLAY AS THE GLORIOUS RECLAMATION.

You totally can. Play a Vigilante, be a double agent, and secretly sabotage the party. :P

Silver Crusade

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Man, now I need to go make a god-wizard for PFS just to annoy this guy. :P

Silver Crusade

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Wei Ji the Learner wrote:
Kitty Catoblepas wrote:


I had a vision of "the token roleplayer" in one table getting banned for "excessive powergaming" at another.

This has partially happened to my bard (except for the 'banning' part) and he doesn't have anything really 'powergamish' about him.

Playing in *redacted* the bard was big about social interactions and the only thing that kept the party from muttering about 'filthy roleplayer' was the fact he was bringing Inspire Courage and Triple Time to the table, which was really helping out in fights.

Was being very respectful but by the end of the session of the 'touchy situation' there were grumbles about the 'Bard knowledge monkey -GO!' and no one else wanted to make knowledge checks 'Oh, the bard's got it.' and 'Why do you keep talking us out of all the fights?'

And no, there was no roleplay of arrogance, if anything, he was *encouraging* folks to try to remember what they knew, because he knows he's not always right and having backup on knowledge is crucial.

Run them through Fortress of the Nail; it'll kill that attitude real quick. :P

Silver Crusade

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Hail and well met? I like this one already. :)

John Compton wrote:
Alexander Augunas wrote:

She's a fan of George R.R. Martin?

BRACE YOURSELVES! SEASON 8 IS GONNA GET A WHOLE LOT DEADLIER!

So completely unrelated question, Alex: who is your favorite NPC?

No reason...just asking...

*Prepares to George R.R. Martin whichever character seems popular*

Drandle Dreng. Definitely Drandle Dreng. :P

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Actually the Game Preserve stopped 40k tournaments not too long ago since that meta definitely was toxic. (I went to a tournament up there once. Once.) I don't know, he just told me he was playing M:tG across the room from the game in question and didn't say anything. That's all I really know about it; glad to hear it wasn't representative. :)

Silver Crusade

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Dorothy Lindman wrote:
Mirza of Osirion wrote:

One could assume that Signature Skill was a legal feat because of how its awkwardly worded.

They could have worded it as:
"Skill Unlocks: The Signature Skill feat is not legal for play."

Boom. Done. No discussion needed.

If only. If they did that, I guarantee that some GMs will rule that the Rogue's Edge does not work in PFS because it says right there that it's not legal for play.

As is often the case, the more you try to clarify something, the murkier it becomes. And these writers have to consider those few readers out there who will purposefully stir up the waters to get concealment from the murkiness. I can't say that I envy them in the least.

If they did that and some GMs ruled that way then those GMs would be patently and obviously wrong because, as is the crux of the entire issue, Rogue's Edge is not Signature Skill and does not grant Signature Skill. There's nothing murky about it; the wording of the ability is crystal clear and doesn't mention Signature Skill at all. Wording Additional Resources as follows:

"Skill Unlocks: the skill unlocks are only available through the rogue's edge class ability."

Would work just fine and not allow any leeway to interpret Rogue's Edge as banned. It would also by default ban Signature Skill, but you could add "The Signature Skill feat is not legal for play," as a second sentence to eliminate any possibility of misinterpreting it. As worded currently the rule also bans Cutting Edge by default; I'm not sure if that's the intent or not but I assume no since the blog says that the talents and advanced talents presented in Pathfinder Unchained or mentioned in the sidebar (and only those) are legal for the Unchained rogue. Wording it this way:

"Skill Unlocks: the skill unlocks are only available through the rogue's edge class ability and Cutting Edge advanced talent. The Signature Skill feat is not legal for play."

Would clear this all up and not allow any reasonable room for error.

Silver Crusade

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BigNorseWolf wrote:
Renegade Paladin wrote:
The Additional Resources page says that the Signature Skill feat is available through the Rogue's Edge class ability (that it is only through that ability is irrelevant to the argument; that still means it is available).
It is incredibly relevant. You cannot claim that you are following the literal wording of whats written when you're removing words from whats written.

No it isn't, because of how sentence structure works in the English language. The fact that it's available through that ability means that it is available through that ability, which is the object of the discussion. No one is arguing that it's available without Rogue's Edge, so the fact that it isn't available without Rogue's Edge doesn't matter to anyone.

BigNorseWolf wrote:
Quote:
The Rogue's Edge class ability itself does not give Signature Skill. Taken together, those two facts can only mean that if (and only if) you have the Rogue's Edge class ability, you may take Signature Skill.

Or it can mean that the additional resource document is the work of failable human beings and not the lexiconal manifestation of the laws of physics.

It can also mean that the Signature skill feat is NOT available, and they wanted to stress that the rogues edge class feature was though in case someone took the two very similar abilities to be the same thing.

It can also mean that the feat is not available(but may open up on a chronicle)

Yes, it could mean that the document is the work of fallible human beings. That's the point. If this isn't pointed out to them, it will not be fixed; that's why this matters. It's far better that we do this here and get it changed now than a bunch of players do it to their GMs next week and we wind up with a bunch of necessary character rewrites after the eventual clarification. The fact that it calls out skill unlocks and Signature Skill separately is the real kicker here that makes it more than possible to argue that they're referring to both things, not just one and using Signature Skill as shorthand. It's sloppily written, but the literal reading is that Signature Skill is available to characters with Rogue's Edge (and only characters with Rogue's Edge). We can infer a whole bunch of things about what was intended, but none of those are what it says.

Jayson MF Kip wrote:

I'm expecting that they disallow the feat and edit the wording because they're game designers, not implicit logicians.

It's clear that they don't want the feat to be legal- -they want the only way to gain the effects of the feat to be via the rogue's edge class ability.

It's arguing like this that gets things banned.

Well yes, that's the point. I strongly believe that allowing Signature Skill is not what was intended; I'm just not pretending that everything is already fine with the wording to make that happen.

Silver Crusade

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Quadstriker wrote:
Renegade Paladin wrote:

If you think Paizo's policies are hostile, you should see Games Workshop's.

I'm ignorant of all things Games Workshop. What do you mean?

Well it's not really on topic, but since you ask, they allow one of the lowest margins in the business between MSRP and what they charge wholesale, they're incredibly secretive about their upcoming release schedules (as in, nobody including the retailer knows until the week before), they're incredibly bad about barriers to entry in their games, and they won't even permit a la carte stocking (to be permitted to stock certain things that aren't just the basic model lines the retailer has to buy a full retail kit that they can't adjust to their customer needs - my local shop has no Warhammer Fantasy or LotR miniatures game players, so to do this they'd have to sink a bunch of money into stock that would never move), just to name the major issues. (This is separate from how they treat customers at their own company-owned shops, where they focus on hustling product to new people and established players really aren't welcome to stand around taking up demo space playing games.) The major game shop in the next city over from me stopped stocking their products a few years ago over it.

We now return you to your regularly scheduled thread. :P

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Okay, I'm not going to spoiler this deliberately because seriously players should know:

Spoiler:
What is the deal with having a number of assassins equal to the party show up in the middle of the night and simultaneously coup de grace the whole party while they're staying in an inn that was specifically described with bars on the windows and locks on the doors before the second night is out? No first level character is going to reliably beat that Perception DC and very, very few (half-elf ranger that puts his free Skill Focus into Perception) are going to have even close to even odds.

Silver Crusade

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kinevon wrote:
And, as an additional thought: All the Free RPG Day modules can be run for PFS credit. They all take about 4 hours to run, give 1 XP and 1 or 2 PP, and 2 GM table credits.

And will kill all your characters. :P

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Michael Thompson wrote:

Getting to level 11 is not a difficult or time consuming task. We have players that started playing less than a year ago and have two 12+ characters and 3-4 in the 7-11 tier. We have people who have been playing about two years that have 5-6 12+ characters.

I do understand that not everywhere has the ability to field as many games as the NorCal but the assumption that level 11 is a hard to accomplish or even time consuming is just not accurate.

Yeah, it really kind of is. It's extremely difficult to get characters above 5th level around here because someone's always bringing a new character and you have to play down, and then the GMs (which will be the ones with the higher level characters) have to make new low-level characters to apply the credit to, and you wind up with a horde of characters in the 1 to 5 range and none above 6th level. My primary is newly 5th level and you know what I had to do to get to play him at all in the last year to get there? Go to a local convention and hope we got enough experienced players. Seriously. And I did get to play him once - in a table of 3, while there was a six person game of The Wounded Wisp going on at the next table over.

This isn't a bad state of affairs by any means; we have lots of fun with it. But it does mean that if any of our local core players and GMs (who are the same people, by the by) get to play in the upper mid levels at all it'll be because they went to Gen Con to grind for four days.

Silver Crusade

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Chess Pwn wrote:

Hey just curious if we know the answer to this question. Does the Campaign management know all they are going to allow and not allow and whatnot already or are they going to need to figure things out for sure after it's released? If they already know are they going to publish that the same day it's released?

I'd like to know because the speed at which I buy unchained will be correlated to how much and how soon it's PFS legal.

They may know, but they won't tell us until after release... because that would necessitate telling us what's in the book before it's released. ;)

Silver Crusade

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The cleric has a capstone. It is this entry on the table, under the subheading "9th" under the heading "Spells Per Day:"

Quote:
4+1

That is all the capstone the cleric, or any other full caster, needs. Those who whine for more don't know what they've got.

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rainzax wrote:
This is Paizo's messageboard = all of your ideas are belong to Paizo.

Mr. Wertz has already alluded to this above, but that part of the TOS has to be there because if it wasn't some smartass could come post something potentially valuable on the message board and then sue Paizo for transmitting it without his permission. You'll find it's standard boilerplate on the terms of every major message board and social media platform there is for that reason.

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The trouble with rewriting the Core Rulebook in the same organization as the Strategy Guide is not only that it would have to be two books (as already mentioned) - which isn't so much of a problem since in 3.5 it was two books - but that to follow that organization logically feats and so forth would be printed along with the classes that most usually take them, which even if the rules don't explicitly straitjacket how one builds, would leave the impression that they do just that. The Core Rulebook is a reference; it's difficult to read in the same fashion that a dictionary is difficult to read and for the same reason. It's not good for learning how to play from scratch, but it's great as a reference tool for someone who already does know how to play. That's why the Strategy Guide now exists, and it should have existed long before now.

Silver Crusade

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And now that I actually have my hands on the book, I have to say that I am in fact not surprised - the book doesn't tell you to do any of the many possible broken combos that you can get in core. "If you're doing X, take Y thing that lets you do X" isn't min/maxing by any stretch, and that's all the book really does besides give simplified explanations of the rules.

Silver Crusade

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IceniQueen wrote:

Don't hate me... To me this is the WORST book out so far. I got mine and find this book great if you are a new player, or you want to Min/Max your character so bad it is not funny.

I am seeing more and more of Pathfinder becoming a Min/Maxer system. I see it in PFS, I see it in regular play. This book offers nothing to a player of more than 5 year.

If your new to Pen and Pager RPG, then this book might be for you, that is if you want to make a character that is so bad arse they can kill a dragon at 5th level. If you want to play a good realiastic flawed character that is far more fun to RP... then avoid this book.

But do not take advice from a gamer of 30+ years, unless you want good advice

Given how phenomenally bad Paizo's design team seems to be at building min/maxed or even effective characters (to judge from the NPCs present in every AP, module, the NPC Codex, or the Pathfinder Society pregens), I'll be genuinely surprised if this is actually true.

PS: "Take power attack" doesn't count as min/maxing; that's basic competency.

Liberty's Edge

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I have to wonder about the design reasoning behind making the swashbuckler have a poor Fortitude save when both its parent classes (fighter and gunslinger) have the good Fortitude save progression. It leaves a gaping hole in the defenses they really need in their role on the front line, and I don't see any reason why it would be a balance concern - they're not so ungodly powerful that they need to fall over dead the first time a necromancer looks their direction just to make up for it.

Silver Crusade

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Duiker wrote:

Here is one round for my high level cleric (who was a straight CRB cleric, human, healing and knowledge domains).

Free action (from Relentless Healing 1st mythic tier ability): Intensified Mythic Heal from a distance of 30 ft (using Faith's Reach 1st mythic tier ability) to get the paladin from -200 hitpoints to positive 100.

Already you're breaking the rules. Even mythic heal caps at 225, and Intensified Spell alters damage dice, which heal doesn't have.

Duiker wrote:
Swift action: Mythic maximized empowered persistent blade barrier (maximized using divine metamastery 3rd tier ability [taken three times] in order to maximize all spells for a minute) placed through the mass of bad guys. Remember, mythic blade barrier is an immediate not a standard. They all make their saves and avoid damage, choose to stay in front of it.

That's a tenth level spell, even with Divine Metamastery. This isn't 3.0 D&D Epic rules, so where did you get the slot?

Duiker wrote:
Standard action: Do another blade barrier in same spot. Same results. (note that the previous round I also did this twice in the same way)

So you have four tenth level spell slots?

Duiker wrote:
At this point my intelligent cloak which casts as a wizard drops enervation on the one enemy who has teleported behind us.

Given the limitations of the Spellcasting legendary ability for legendary items, I sincerely doubt it actually casts as a full wizard. Also, it specifically says that the wielder must activate the spellcasting, so what action did you spend on doing this?

Duiker wrote:
Second standard action: (from burning a mythic point, everyone who's mythic gets this at I think 3rd tier or so). Shape Channel at the mass of bad guys in front of me, deselecting the three party members in melee with them. Regardless of whether they save against the channel, they get pushed back thirty feet. So take 10D6/2 damage from the channel, and then get thrown through 4 mythic empowered persistent maximized blade barriers. Roll your saves twice. DC 35 I think is what it was up to. This killed four of the five bad guys in the fight regardless of whether they made every single save. I think it was something like between 400 and 800 damage to all of them, which none of them were surviving even at full health.

Second tier, actually; it's part of Amazing Initiative. It's worth noting that the extra standard action can't be used to cast spells, though you didn't do that here. I sincerely hope that your opponents were undead, by the by, since Shape Channel's knockback effect specifically says it happens when you damage creatures, and the next thing you did pretty clearly says your character is a positive channeler.

Duiker wrote:

Move action: quick channel just for the hell of it, to heal everyone close to full.

It's the individual power of anything I did, it's the fact that without doing anything cheesy I effectively got to take 6 actions in a single round. Yeah, it burned a half dozen mythic points ... but I had over twenty and this was a boss fight, so that's not even an impressive number of resources burned.

You noted you did this for two rounds, so it's more than that. ;) Also, it means the combat actually lasted for two rounds. When playing high-level rocket tag, even without mythic rules, that's pretty good.

At any rate, your account is pretty questionable by the actual rules involved.

Silver Crusade

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I was a big naysayer about this book when it was announced. After all I've been playing this game (and its predecessor) for fifteen years and almost everyone in my group is the same way; when we get a new player we teach him or her better than a guidebook ever could. But last Saturday I had a large influx of new players at the local shop's monthly Pathfinder Society meet, and I didn't have time to help them all make characters - and wound up running with what turned out to be a druid who had not only made some suboptimal build decisions (I can handle that much) but hadn't even prepared spells.

It was kind of eye-opening. That sort of event is wonderful; I love seeing new blood in the game. But the session wound up being below my usual standards; most of the other veterans didn't show up this month for one reason or another so I had to do everything myself and didn't have all the time I needed to prep the adventure and still help everyone with their characters - so we wound up with unprepared characters and a half-prepared GM. Having something I can just hand a new guy and let him loose with (other than the CRB, because that clearly didn't work) would be a godsend if that ever happens again - and I sincerely hope it will, less the preparation issues. If this book is that, then I'll gladly pick up a copy just to have on hand at PFS, though I'll likely never use it myself.

Silver Crusade

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Is Onyeka Chaotic Good or True Neutral? Her stat block says one and her description says the other. Either one is legal (wouldn't have been in 3.5, which almost threw me for a second) but they're radically different in how they behave beyond the narrow confines of her description.

Edit: Also, I believe from context that Fimbrik has a cane in his hand, not a can. ;)

Silver Crusade

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Lixxy wrote:

Alignment is basically a mechanic for spells and abilities.

Someone who is 100% Lawful Good is probably worse than someone who is Chaotic Evil.

They really are exactly the same, except that the Lawful Good, claims divine right, while the Chaotic Evil claims well nothing not even that they did it.

I'm thinking maybe I need to do some research on the most vile code of conduct in history and base a paladin on that, and then totally justify why I am slaughtering everything. All I need is to start with a convert to my religion or die, now I can kill everyone with impunity and be just as bad as any chaotic evil, maybe even worse.

in other words : do not fret about alignment it is just a mechanic for spells, everything else is justifiable.

That's exactly what an evil person would say. :p

Silver Crusade

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Chris Mortika wrote:

Saint, let me give you a real-life, not-making-this-up example.

I've met a pair of GMs who've advanced the following argument: "the Pathfinder Society uses smugglers to get goods into Absalom. Missions often involve breaking laws to get into a site or get out stealing artifacts. It is, essentially, a criminal enterprise, wrapped in lofty rhetoric. Paladins cannot function as pawns of that organization. If I have a paladin sit at my table, I'll ask him if he accepts the mission briefing. If he does, he falls." They are otherwise okay GMs.

So, let's say your only character in-tier is a paladin. Are you sure you'd want to bring him to that table, to argue for an hour? Wouldn't you rather play a pre-gen?

Dude. There are canon examples of Pathfinder paladins, Ollysta Zadrian foremost among them. They can't do that. Do they also do this to clerics, warpriests, etc of lawful good/paladin-sponsoring deities? A cleric of Iomedae isn't held to much in the way of a different standard.

Edit: Actually I'm hitting FAQ on this, because it's a major problem. Is the above-described behavior actually within a GM's authority?

RoshVagari wrote:
Chris Mortika wrote:

Nicely said, Sebastian.

Saint, let me give you a real-life, not-making-this-up example.

I've met a pair of GMs who've advanced the following argument: "the Pathfinder Society uses smugglers to get goods into Absalom. Missions often involve breaking laws to get into a site or get out stealing artifacts. It is, essentially, a criminal enterprise, wrapped in lofty rhetoric. Paladins cannot function as pawns of that organization. If I have a paladin sit at my table, I'll ask him if he accepts the mission briefing. If he does, he falls." They are otherwise okay GMs.

Then those GMs would be welcomed to my banned list. There's no way I'd want to play with someone pulling that kind of GM power-trip dick move. PFS is supposed to be fun, not incessant mental gymnastics pimped around by abusive fiat pedants.

Hear, hear!

Silver Crusade

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Depending on the scenario, it can be trivially easy to solo the final boss. I did it accidentally once because it turned out that the boss in tier 3-4 was a second level caster multiclass, and she stood in charge range. No pounce shenanigans involved; it was literally one shot one kill, basic greatsword power attack plus smite evil. So I suppose, since Pummeling Charge would let the monk roughly equal that damage, it could let the monk solo some final encounters in similar manner, but that's the scenario's fault. The bottom line is that there's nothing broken about the ability, and the only reason for the ban that I can see is some vague, unsubstantiated sense of "That's not a thing he should be able to do."

Just like Precise Strike and two weapon fighting, even though that's totally a thing. :p

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Valeros, just for the novelty of the fact his build cheats. He gets two listed attacks with his short sword as part of his full attack, despite not having Improved Two-Weapon Fighting. :p I suppose whoever wrote the pregens realizes the undeniable truth that the whole TWF feat chain should just be one feat that scales with BAB. ;)

Silver Crusade

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redward wrote:
Mahtobedis wrote:
Prestige has less purchasing power that gold.
Except for retraining.

And having your corpse scraped off the dungeon floor.

Silver Crusade

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Andrew Christian wrote:

Some classes are designed to do lots of damage. Some are designed to cast spells. Some are designed to pick locks and disable traps.

The Monk has a bunch of other things they can do. Their schtick is not just to deal damage. But if you put their damage output even partially on par with a Fighter or Barbarian built specifically to do tons of damage, and they still can do all the other things a monk can do without damage output... you start to merge into the realm of unbalanced.

So while the base damage output might not be gross when compared to a reasonably powered Paladin or Barbarian, it is gross when compared to what a Monk should be doing.

Balance between classes is not all about DPR.

The other things a monk can do are relatively negligible, on par with the other things a barbarian or paladin can do at best. Barbarians have the skill points and class skills to do all manner of things other than beat people with an axe, and paladins have pretty beefy party buffs and healing as well as non-combat class skills (my paladin single-handedly carried a scenario earlier this month on the strength of his Diplomacy skill; the aforementioned greatsword only came out once to smite a bearded devil that was hiding in a closet). Monks have a lot of corner-case and outright extraneous abilities, but that doesn't make for extraordinary utility accounting for what most of them actually do.

Silver Crusade

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Andrew Christian wrote:

I created a Brawler (mutagentic mauler) / Bloodrager 2nd level character. When raging and mutagen enhanced I get two claw attacks for 1d6+7.

If I dipped MoMS at 3rd level and took Pummeling Charge, I could do 4d6 +28 damage on a crit.

Does that sound like the damage a 3rd level character should be doing?

14 Str, power attacking greatsword paladin, critting on smite at 3rd level. 4d6+18 and I'm not trying very hard. Let's make it a greataxe; 3d12+18 instead. Go for a Strength build; 16's easy to do, 18 if you're willing to dump Int and/or Wis. It's very easy to get in that ballpark if you're talking about crit damage; we didn't even go into scythes.

Silver Crusade

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Tarma wrote:
Michael Brock wrote:
Why arbitrarily put a cap limit on initiative. If we put a cap on max damage, wouldn't that also solve the problem? If you capped damage at 4 per character per round, that means every player would get at least one turn in a combat. If this is a problem, this is something that needs to be addressed at the core game level, not just PFS.
Because initiative would be the easiest issue to fix. If the damage was capped at 4 per attack, you could easily get extra attacks through several other means. Once the initiative modifier is in place, it's not as easy to increase as the number of attacks.

But initiative is not the issue. If your combats are ending in one round, they would end in one round whether the person ending them went on 15 or 35; the problem is the encounter being too easy or not played to its strengths, not the initiative scores being too high.

Silver Crusade

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As I discovered in my very first run through First Steps, it turns out a first level paladin with a greatsword and Power Attack can one-shot an imp. =D I bombed initiative, and went after the rest of the (large) party flailing uselessly at it before calmly stepping up, activating Smite Evil, and cleaving the rat bastard skull to sternum. Damage reduction? What's that? :p

Silver Crusade

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I just got done putting a level 7 TWF slayer through his paces over in the Playtest Feedback forum if anyone wants to give it a look. :)

Silver Crusade

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ciretose wrote:

As I pointed out in the post, it isn't as simple as saying "We don't want the spells we don't want included, we only want the spells we want included"

You make it personal only and not only do you you include a bunch of spells you probably didn't intend, but you miss a lot you did, including the weapon buffs.

You make it touch...good lord then do you include to many problems...

*Sigh*
Renegade Paladin wrote:
...the warpriest can cast any one warpriest spell prepared with a casting time of one standard action or less by expending one point per two levels of the spell (minimum 1), provided the spell targets the warpriest, his wielded weapon, or his worn armor.

There. Done. Two pages ago, in fact. Actually thirty pages ago, for the iteration that was written with uses/day instead of a point pool shared with Sacred Weapon/Armor. Includes the Target: You spells as well as the weapon and armor buffs (though GMW and magic vestment are both hour/level duration, so there's no real need to use them as a swift action anyway), shield of faith, and the stat buffs. Excludes every offensive spell with the exception of prayer, which is dual use. So what's the problem?

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I've secured the kind permission of Squirrel_Dude to use the scenario he playtested a solo warpriest in to test out the Slayer. I'm not a charop genius and the build could probably be a lot better, but I'd like to think it's competent. :p

At any rate, our intrepid hero, Slayer McSlaytester, has been hired to retrieve some stolen items from a chest in an old temple ruin that is currently a Basilisk's lair. The stash is relatively small and lightly protected besides the nearby hostile inhabitants that sometimes wander through the area. It is located in a canyon cut into the mountains west of the Katapesh desert, so the Slayer may need to be prepared for less than hospitable conditions during the 2 hour trek back and forth. You've heard rumors that some gnoll mercenaries have been hired to prevent you from achieving your goal, and that they left for the region the evening before.

The challenges required are:

1.) The two-hour trek through the desert.
2.) 2 Gnoll mercenaries at the mouth of the canyon CR 4
3.) Climbing a cliff face
4.) 2 Ships in a bottle CR 4
5.) Locked Door
6.) Basilisk CR 5
7.) Trapped Chest CR 3

Slayer McSlaytester:
Slayer McSlaytester CG Human Slayer 7
Init +4 ; Senses Perception +11
-------------------------------------------------------------------
AC 20, touch 13, flat-footed 17 (+6 armor, +1 Shield [While TWF], +2 Dex, +1 Dodge)
hp 67 (7d10+21)
Fort +8, Ref +7, Will +3
-------------------------------------------------------------------
Speed: 30 ft.
Melee: +1 short sword +14/+9 (1d6+6/19-20 x2) or +1 short swords +12/+12/+7 (1d6+6/19-20 x2) with Two-Weapon Fighting
Ranged: +1 Composite Longbow +10/+5 (1d8+6/x3) 110 ft. or +1 Composite Longbow +8/+8/+3 (1d8+6/x3) 110 ft. with Rapid Shot
Special Attacks: Favored Target 2, Sneak Attack +2d6
-------------------------------------------------------------------
Str 20, Dex 15, Con 16, Int 10, Wis 12, Cha 8
Base Atk +7/+2; CMB +12; CMD 25
Feats Point-Blank Shot, Rapid Shot*, Weapon Focus (short sword)*, Dodge, Two-Weapon Fighting*, Two-Weapon Defense, Double Slice
Traits Reactionary, Poverty-Stricken
Skills Acrobatics +12, Climb +17, Knowledge (Dungeoneering) +10, Perception +11, Stealth +12, Survival +12 (+15 following tracks, +14 get along in the wild)
SQ Track, Fast Stealth, Combat Trick (Two-Weapon Fighting), Weapon Training (Short Sword)
Equipment/Loot
+2 Mithral Chain Shirt
2 +1 Short Swords
+1 Mighty Composite Longbow [+5 STR bonus], 20 arrows
Belt of +2 Str and Con
Potion of Cure Moderate Wounds
Potion of Darkvision
3 Potions of Cure Light Wounds
Climber's Kit
Crowbar (+2 to force open doors/chests)
50 ft. Silk Rope
Smoked Goggles (+8 vs. vision-based attacks, -4 Perception when worn)
Masterwork Survival Kit
Hooded lantern
Lantern oil
Flint and steel

Challenge 1: The Trek Across the Desert.
The DC for Survival checks to keep from getting lost and to gain a bonus to saves against extreme weather are 15. Slayer's bonus is +14. Fortitude save each hour against extreme heat: 23, 20. Success.

Encounter 1: 2 Gnoll Mercs As Slayer walked towards the location of the cave entrace, he moved around a hill and saw smoke rising from behind the rocks in front of him. It was clear, the gnolls had already arrived and were waiting for him. Slayer drew his longbow and began sneaking toward the cave, moving between rocks and scrub sage trying to catch the gnolls before they caught him.

Gnoll Statistics:
Gnoll 1: Polearm Master Fighter 3
Init +2; Senses Darkvision 60 ft, Perception +3
-------------------------------------------------------------------
AC 22, touch 12, flat-footed 20 (+9 armor, +2 Dex, +1 natural)
hp 23 (2d10+8)
Fort +4, Ref +2, Will +0
-------------------------------------------------------------------
Speed: 20 ft.
Melee: MW Guisarme +7 (2d4+6/x3)
Ranged: Javelin +4 (1d6+4), 3 ammo
Reach: 10 ft.
Special Attacks Power Attack +6 (2d4+9/3)
-------------------------------------------------------------------
Str 18, Dex 14, Con 14, Int 14, Wis 10, Cha 7
Base Atk +2; CMB +6; CMD 18
Feats Power Attack, Combat Expertise, Improved Trip
Skills Perception +3, Acrobatics -2, Stealth -2, Intimidate +3
SQ Pole Fighting
Equipment/Loot MW Fullplate and guisarme. Potion of Cure Moderate Wounds

Gnoll 2: Archer Fighter 2
Init +5; Senses Darkvision 60 ft, Perception +3
-------------------------------------------------------------------
AC 20, touch 15, flat-footed 15 (+4 armor, +5 Dex, +1 natural)
hp 23 (2d10+8)
Fort +4, Ref +5, Will +1
-------------------------------------------------------------------
Speed: 30 ft.
Ranged: MW Composite Longbow +9 (1d8+1/x3) 115 ft.
Melee: Scimitar +3 (1d6/18-20/x2)
Special Attacks Rapidshot +7/+7 (1d8+1/x3)
-------------------------------------------------------------------
Str 12, Dex 20, Con 14, Int 14, Wis 13, Cha 7
Base Atk +2; CMB +3; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid-Shot
Skills Perception +3, Acrobatics +7, Stealth +7, Intimidate +3
SQ Hawkeye, Armor Training 1
Equipment/Loot MW Composite Longbow and Chain Shirt. Potion of Cure Moderate Wounds


Combat:
Slayer approached cautiously around the rocky promontory, his keen eyes immediately spotting the two gnolls lying in ambush within easy range of the corner. (Perception 27 vs. Stealth 14, 23 respectively.) Unfortunately, the one armed with the wicked-looking polearm was staring straight at him. His archer companion, on the other hand, was distracted by a nearby lizard on the outcropping upon which he perched, which he fancied for a snack. (Stealth 17 vs. Perception 23, 9 respectively.)

Initiative:
Gnoll 2: 16 (surprised)
Slayer: 11
Gnoll 1: 11 (lower Dex score)

Surprise Round

Slayer barely beat the first gnoll to the punch, winging an arrow at his distracted companion as the hyena-man began to charge, his target just too slow to dodge as the arrow found a home in his spleen. (4+11=15 to hit against flat-footed AC 15, 1d8+7+2d6SA=18 damage.) He hardly had time for satisfaction, however, as the first gnoll was upon him. The creature swung his weapon's hook at Slayer's legs, attempting to trip him, but Slayer stood fast. (Combat Maneuver check 10+8=18 vs. CMD 25, failure.)

Gnoll 2 at 5 hp

Round 1

The second gnoll, despite his pain, recovered quickly and began firing at Slayer, but both his arrows went wide and buried into the sand. (Rapid Shot, 11+7=18, 8+7=15, both miss.) Slayer let his bow fall to the ground as he stepped inside the gnoll's guard, drawing forth one of his swords as he did and plunging it into the creature's side. (5-foot step inside polearm reach, draw weapon, attack 15+14=29 vs. AC 22, 4+6=10 damage.) The gnoll stepped back and swung wildly with its guisarme, but Slayer ducked and it missed. (5-foot step back into polearm reach, attack 9+7=16, miss.)

Gnoll 1 at 13 hp
Gnoll 2 at 5 hp

Round 2

Aiming more carefully this time, the archer fired a single arrow, this time grazing Slayer's thigh. (10+9=19 vs. AC 19 [not Two-Weapon Fighting yet], 4+1=5 damage.) Hissing at the sting, Slayer stepped back inside his enemy's reach and studied his prey contemptuously for a moment before jamming his sword through his target's jugular. The creature let out a piteous yelp as it crumpled to the ground. (5-foot step inside polearm reach, activate Favored Target, attack 12+16=28, 6+8=14 damage. Gnoll 1 drops.)

Slayer at 62 hp
Gnoll 1 at -1 hp
Gnoll 2 at 5 hp

Round 3

Panicking at its' companion's apparent demise, the archer gnoll grabbed a potion from its belt and slugged it down while ducking back further behind the outcropping. (Potion of CMW, 2d8+3=14 hp cured.) Slayer, electing against trying to climb the rock while under fire, moved back to where he'd dropped his bow and picked it up. (Move, pick up dropped weapon.)

Slayer at 62 hp
Gnoll 2 at 19 hp

Round 4

Thoroughly panicked now, the archer once again began winging arrows at Slayer, both managing to hit. (Rapid Shot, 12+7=19, 14+7=21. 5+1=6, 1+1=2.) Snarling at the pain, Slayer raised his bow and gave reply, but it was his turn to miss as all of his arrows skittered off the rock the gnoll crouched behind. (Rapid Shot; 11+8=19, 11+8=19, 14+3=17, all miss.)

Slayer at 54 hp
Gnoll 2 at 19 hp

Round 5

Emboldened by it's success and Slayer's inaccurate fire, the gnoll continued to rain down arrows. Only one hit home this time. (Rapid Shot; 6+7=13, 20=hit. 2+7=9 does not confirm. 6+1=7 damage.) Slayer took a good, hard look at the gnoll, then fired off an arrow in reply. (Activate Favored Target, attack 16+12=28, 5+8=13 damage.)

Slayer at 47 hp
Gnoll 2 at 6 hp

Round 6

In a desperate bid to put this human down, the gnoll fired arrows as quickly as it could, scoring another hit. (6+7=13, 15+7=22, 5+1=6 damage.) Thoroughly enraged, Slayer raised his bow, took careful aim, and fired off three shots. Two landed home, and the gnoll fell sprawling to the ground. (Rapid Shot, 17+10=27, 10+10=20, 5+5=10; 5+8=13, 2+8=10 damage.)

Slayer at 41 hp
Gnoll 2 at -17 - dead


Takeaway:
Without healing built into the class, the slayer suffers one of the many problems common to all non-casting martial characters: Complete dependence on either others or potions for healing. In this case, Slayer loots the potion from the polearm gnoll (the archer drank his) and combines it with some of the ones he carried in: 2d8+3=8, 1d8+1=7, 3+1=4. 60 hp at the end of encounter. 4 arrows gleaned, 12 looted from Gnoll 2 leaves Slayer at 28 arrows.

With Pathfinder having removed the 3.5e clause from the Two-Weapon Fighting feat permitting drawing both weapons in the same action, he spent no time actually two-weapon fighting in the encounter, since he used his move actions on drawing one weapon and then using Favored Target, but that's beyond the scope of this playtest.

Challenge 2: Climbing the Wall
On the path to the stash, there is a large stone wall with some small handholds that the slayer is going to need to climb (DC 20). The wall is 30 ft. tall, so it will take at least two success for Slayer McSlaytester to successfully climb it. Failure by 5 or more slides him 10 ft. back down the wall. It’s a simple skill challenge. Trying to see how long this takes.

Climbing:
Looking at the rock face before him, Slayer gets out his climbing kit and prepares to ascend. He climbs quickly, assessing the wall as not particularly difficult.

15+17-5=27
13+17-5=25

Success.


Takeaway:
Turns out that when Climb is a class skill, you have ranks in it, and you've dropped 80g on the skill kit, rough walls aren't all that hard. But we knew that going in.

Encounter 2: Flying Bottles

At the top of the cliff was a large open area of sand, across which was the ruined temple Slayer sought. As he tucked away his climbing gear and stepped out towards it, however, he noticed the sun glinting off a pair of objects in the air between him and his objective. Looking up, he saw a pair of model ships in bottles flying towards him, miniature ballistae drawn back menacingly.

Combat:
Presented in abbreviated format, because plinking away at each other with arrows is kind of boring. :p

Initiative
Slayer: 21
SB1: 16
SB2: 14

Ships in bottles remain at high enough altitude to preclude Point Blank Shot.

Round 1

Slayer: Draw longbow, fire at SB1: 2+10=12 miss
SB1: Fire at Slayer, 7+7=14 miss
SB2: Fire at Slayer, 4+7=11 miss

Round 2

Slayer: Favored Target SB1, fire at SB1: 12+12=24 hit, 3+8=11 damage, -5 DR
SB1: Fire at Slayer, 16+7=23 hit, 2 damage
SB2: Fire at Slayer, 6+7=13 miss

Slayer at 58 hp
SB1 at 13 hp

Round 3

Slayer: Favored Target SB2, fire at SB1: 3+12=15 hit, 2+8=10 damage, -5 DR
SB1: Fire at Slayer, 16+7=23 hit, 5 damage
SB2: Fire at Slayer, 6+7=13 miss

Slayer at 53 hp
SB1 at 8 hp

Round 4
Slayer: Rapid Shot at SB1: 8+10=18 hit, 6+8=14-5DR=9, SB1 destroyed. Further attacks at SB2: 11+10=21 hit, 2+5=7 miss; 6+8=14-5DR=9 damage
SB2: Fire at Slayer, 20=hit, 8+7=15 does not confirm, 5 damage.

Slayer at 48 hp
SB1 destroyed
SB2 at 10 hp

Round 5
Slayer: Rapid Shot at SB2: 20=hit, 20=hit, 3+5=8 miss. 12+12=24 16+12=28, both confirm. 3d8+24=34-5DR=29 damage, 3d8+24=39-5DR=34 damage. SB2 thoroughly destroyed.

Slayer ends combat at 48 HP. One arrow gleaned, 19 arrows remaining. Drink potion of cure moderate wounds: 2d8+3=13 healed. 61 hp remaining.


Takeaway:
Turns out building to be capable of ranged combat helps a lot. The pair of critical hits was amusing, but the construct was certainly dead that round anyway even with normal hits, so they really didn't make much difference.

Challenge 3: Getting In

Slayer has found the entrance to the lair, but the door is locked. Not being particularly skilled at picking locks, he resigns himself to an unstealthy entrance and gets out his crowbar.

Knocking the Door Down:
At a +7 modifier (+5 Str, +2 circumstance bonus from the crowbar), it took 8 tries to pry the door open. Probably would have been faster just hacking it down with a sword. At any rate, the basilisk knows I'm here.

Encounter 3: Basilisk

Warned of the nature of the beast he hunts, Slayer got out the set of smoked goggles in his rucksack and put them on. The sunlight dimmed, but he could see well enough, and would be protected from the basilisk's baleful gaze. He moved to the ruined doorway, looking inside at the L-shaped room. Besides a chest lit by sunlight from a hole in the wall, the room is dark. There is no sign of the basilisk. Slayer lit the hooded lantern he carried and, sword in one hand and lantern in the other, stepped through to the room beyond. He heard a hiss and snapped his head and sword to the right to find himself starting straight into the eyes of the monster.

Combat:
Initiative
Slayer: 19
Basilisk: 7

Surprise Round
Kind of what you get for bashing down a door instead of bringing lockpicks.

Basilisk uses petrifying gaze. Fortitude save 6+8+8=22. Passed, but only because of the goggles.

Round 1
Slayer: Fort save, 16+8+8=32. Drops lantern to the ground, draws second sword, designates Favored Target.
Basilisk: Gaze. 15+8+8=31. Pass.

Round 2
Slayer: Fort save: 8+8+8=24. Charge attack: 16+18=34. 20% concealment (goggles): Hit. 6+8=14 damage.
Basilisk: Attacks Slayer, 11+10=21 hit. 7+4=11 damage.

Slayer at 50 hp
Basilisk at 38 hp

Round 3
Slayer: Fort save, 2+8+8=18. Full attack, TWF: 13+14=27, 18+14=32, 3+9=12. Concealment: 1 hit. 1+8=9 damage
Basilisk: Attacks Slayer, 17+10=27 hit. 8+4=12 damage

Slayer at 38 hp
Basilisk at 29 hp

Round 4
Slayer: Fort save, 20=success. Full attack, TWF: 16+14=30, 4+14=18, 11+9=20. Concealment: 3 hits. 6+8=14, 4+8=12, 1+8=9. 35 damage. Basilisk dies.

Slayer at 38 hp, end combat. Last potion of cure light wounds: 6+1=7 healed, 45 hp remaining.


Takeaway:
Turns out that even with concealment for the enemy, a two weapon fighting blender with bonus damage can chew up and spit out a low-AC target. It's worth noting, however, that he'd have turned to stone in the opening round had he not had specialist equipment for the encounter.

Challenge 4: Trapped Chest

The beast slain, Slayer took off his smoked goggles and turned his attention to the chest at the back of the room. Sheathing his swords, he went to pick up his lantern and examined the chest.

Setting Off the Trap:
Chest in a dungeon. Always check for traps.

CR 3 acid arrow trap is present. Perception: 13+11=24. Trap not found. Of note: A rogue of his level would have.

Take crowbar, pry open chest. It's unlocked, but this sets off the trap.

Attack roll: 12+2=14 touch. Hit. Round 1: 7 damage. Round 2: 6 damage. Round 3: 4 damage. Round 4: 5 damage. Wow, for a CR3 trap that's one heck of a caster level.

Scream in pain at being burned by acid for a minute, then collect stuff and go home. With acid burns. 23 hp remaining.


Takeaway:
Having no way to deal with traps kind of sucks, but that's what other party members are for.

Two hour trek home through the desert, still DC 15 per hour. 6+14=20, 8+14=22. Success.

Overall, having a lone, non-magical melee type go on a solo mission is just asking for trouble. Barring specialist equipment he'd have failed beyond recovery. However, he chewed things up and spit them out in melee and was competent at ranged combat.

Favored Target being a move action to activate was kind of a pain. It limited mobility, greatly limited two-weapon fighting (though that's more an issue with two-weapon fighting than the class; I could have just used a greatsword), and was just a general drag on the action economy for a pretty minor bonus. Of note: When you get multiple favored targets at 5th level and beyond, I presume it's a move action to designate each one, as readers of the playtest may have noted. I'm pretty sure that's how it reads, in which case it becomes more of a drag on the action economy until 10th level when it can be done as a swift or move action, but even then you can designate two per round (if you still lose your move action for it) and have 3+ simultaneous uses of it to distribute.

Sneak attack only came into play once in a surprise round. Not too shocking considering he had no one to flank with, but there it is. The class needs to look elsewhere for reliable damage.

Skills felt a little constrained; you may notice I chose to use my favored class bonus on skill points rather than HP, and that was with being human.

Mobility was pretty nice, but then I consciously chose the light armor route and ranks in Acrobatics and Climb.

That's about all I've got. Hope it's useful. :)

Silver Crusade

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I will also say that the Range: Personal, Target: You cleric buffs, especially divine power, are standard actions because the theory at the time (in 3.0 D&D design) was that the spells would be used as a last resort, that the cleric could stand in as a second-line combatant when the fighter needed help. Of course it didn't work out that way with Divine Metamagic, but we need to keep in mind that while that's a balancing factor aimed at the cleric, what's being designed here is the warpriest. He's not a second-line combatant; it is his job to wade into the fray right alongside martial characters without a second thought. That is why allowing casting buffs in combat is a good idea; it's what lets him fill his role in the traditional manner of the combat cleric (again, while not being as overpowering due to delayed spell access).

Silver Crusade

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Magus does it just fine and the game hasn't come crashing down around our ears. And the magus' mechanic is much less limited than anything anyone's proposed for the warpriest so far.

Silver Crusade

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Revision, accounting for suggestions from Craft (Cheese) and Psyren, bringing the swift casting function more into line with the power level of Spell Combat while retaining a separate mechanic, and further enhancing the favored weapon:

Quote:

Sacred Power (Su): At 3rd level, the warpriest gains a reservoir of divine power that he can call upon to aid him in battle. This reservoir has a number of points equal to 1/2 his warpriest level + his Wisdom modifier. Once per round as a free action, the warpriest can cast any one warpriest spell prepared with a casting time of one standard action or less by expending one point per two levels of the spell (minimum 1), provided the spell targets the warpriest, his wielded weapon, or his worn armor. This does not provoke an attack of opportunity. This use of the ability must be used in conjunction with a full attack or the charge action, and occurs at the beginning of the warpriest's turn.

Alternately, as a swift action, the warpriest can spend a point from this pool to add a +1 enhancement bonus to any weapon he is holding for 1 minute. For every four levels beyond 3rd, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. If this ability targets the warpriest's focus weapon, the weapon gains an additional +1 enhancement bonus, adding another +1 enhancement bonus for every three levels beyond 3rd, to a maximum of +7 at 18th level. This stacks with existing weapon enhancements on a focus weapon to a maximum of +7. At 6th level, the warpriest can imbue a weapon with any of the following weapon properties: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add holy and merciful. If he is lawful, he can add axiomatic and ghost touch. Adding any of these properties consumes an amount of bonus equal to the properties base cost (see Table 15–9 of the Core Rulebook). Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability.

At 7th level, the warpriest can expend one point from the reservoir to imbue his armor with divine power for one minute as a swift action. This power grants the armor a +1 enhancement bonus. For every three levels beyond 7th, this bonus increases by +1, to a maximum of +5 at 19th level. These bonuses stack with any existing bonuses the armor might have, to a maximum of +5. The warpriest can imbue armor any of the following armor properties: energy resistance (normal, improved, and greater), fortification (heavy, light, or moderate), glamered, and spell resistance (13, 15, 17, and 19). Adding any of these properties consumes an amount of bonus equal to the properties' base cost (see Table 15–4 of the Core Rulebook). For this purpose, glamered counts as a +1, energy resistance counts as +2, improved energy resistance counts as +4, and greater energy resistance counts as +5. Duplicate abilities do not stack. The armor must have at least a +1 enhancement bonus before any other properties can be added, whether normally from itself or granted by this ability.

And yes, I do realize that this makes the warpriest, at high levels, able to just pick up a completely mundane example of his deity's favored weapon and boost it to artifact levels of power. I'm fine with that, considering what else they lose out on at high levels with only six level casting. The scaling mechanic for focus weapons might be a little borked, but numbers are easier to tweak than the base mechanic they're attached to. Ideas always welcome; I'd like us to have something useful for the devs to consider when they get back on Monday. :)

Silver Crusade

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Okay. Just to get away from the Sacred Weapon thing for a bit, I'm going to bring back some suggestions for the class's other mechanics that kind of got buried under the back and forth. I'll give each topic its own post for ease of quoting and discussion. First, Craft (Cheese)'s idea for revamping Blessings:

Craft Cheese wrote:

Hey guys, I've been spending the past day or so going over and playtesting various Warpriest ideas, and I've decided to rewrite every single blessing available for the warpriest at the moment. I'm pretty happy with most of the results, save the following: I'm not really sure what to do with the Nobility or Rune blessings, so I've left them pretty much as-is. I also don't feel the current Death blessing abilities are appropriate for a Warpriest of Pharasma, but neither were the originals. Also, we still need blessings for the Scalykind and Void domains: I'm guessing those were low-priority since none of the core deities have those. I'm not sure what to do with those, either.

Spoiler:
Air
Deities: Gozreh, Shelyn
Zephyr's Gift (Minor): Any ranged weapon the warpriest holds gains the quality of air. Making ranged attacks with this weapon never provokes an attack of opportunity, and the range increment of the weapon increases by 5 feet per class level.
Soaring Assault (Major): The Warpriest gains a fly speed of 60 feet with average maneuverability, and a bonus on fly skill checks equal to his class level. Whenever you succeed at a charge attack while flying, that attack deals additional electricity damage equal to your class level. This is a supernatural ability.

Animal
Deities: Erastil, Gozreh
Animal Fury (Minor): The Warpriest gains 2 claw attacks or 1 bite attack (the decision is made when the ability is gained). These attacks deal appropriate damage for the warpriest's size. These are primary natural attacks that replace any similar primary natural attacks the warpriest may already have.
Call of the Wild (Major): The Warpriest gains Scent, Low-Light Vision, and Darkvision out to 60 feet (if he already possessed Darkvision, its range extends by 60 ft.). As a swift action, the Warpriest gains a +2 morale bonus to Strength or Dexterity (warpriest's choice) until the end of his turn. This bonus increases to +4 at 15th level, and +6 at 20th level.

Artifice
Deities: Torag
Crafter's Wrath (Minor): The Warpriest gains a +4 morale bonus to damage rolls against constructs and objects (including damage rolls for sunder combat maneuvers). The warpriest also gains Improved Sunder as a bonus feat.
Enhance Magic (Major): As a swift action, you may activate your Sacred Weapon or Sacred Armor ability, gaining an enhancement bonus on your armor or weapon 2 points greater than otherwise. These points may be used to grant the item magic properties, as normal.

Chaos
Deities: Calistria, Cayden Cailean, Desna, Gorum, Lamashtu, Rovagug
Anarchic Strike (Minor): Any weapon you hold deals an extra 1d6 points of damage against lawful creatures. This bonus damage doesn't stack with the anarchic weapon special ability.
Strike of Limitless Chaos (Major): As a swift action, the next attack you make with your weapon stuns a lawful creature it strikes, unless that creature succeeds at a will save. A Lawful Outsider takes a -4 penalty to this save. If the creature it strikes isn't Lawful, or misses, this ability does nothing and is wasted.

Charm
Deities: Calistra, Cayden Cailean, Norgorber, Shelyn
Forceful Domination (Minor): As a swift action, you can issue a Command (as the spell) to 1 enemy within 30 feet. It must succeed at a will saving throw or submit for 1 round.
Charming Presence (Major): The warpriest becomes strangely mesmerizing, as the effects of a Sanctuary spell, save that if the warpriest attacks an enemy the effect is only broken towards that enemy. This is a mind-affecting effect.

Community
Deities: Erastil
Communal Aid (Minor): Whenever the Warpriest uses the Aid Another action, the bonus is increased to +4.
Arrow Deflection (Major): As a swift action, you can touch a shield to give it the Arrow Deflection ability for 1 minute. In addition, any projectile or thrown weapon aimed at a target within 30 feet of the shield's bearer diverts from its original target and targets the bearer instead.

Darkness
Deities: Zon-Kuthon
Enshrouding Darkness (Minor): The warpriest becomes cloaked in shadows. All attacks against him have a miss chance equal to 5% * half his class level (minimum 5%). This ability does not work in full daylight. Creatures able to see normally in supernatural darkness ignore this miss chance. This miss chance does not stack with miss chance granted from any other source, such as concealment.
Darkened Vision (Major): As a swift action, any successful attack you make with your weapon until the beginning of your next turn blinds the target as blindness/deafness for 1 minute, unless the target succeeds at a will saving throw.

Death
Deities: Norgorber, Pharasma, Urgathoa, Zon-Kuthon
From the Grave (Minor): You gain a corpse-like visage, making you more intimidating and giving you undead-like protection. You gain a +4 bonus to Intimidate checks, and to Disguise checks to resemble an undead creature, as well as a +2 bonus on saving throws against disease, mind-affecting effects, paralysis, poison, and stun.
Death's Touch (Major): As a swift action when you hit an opponent with a melee attack, the target gains 1 temporary negative level for 1 minute. These temporary negative levels stack. You gain 1d6 temporary hit points when you inflict a negative level this way.

Destruction
Deities: Gorum, Nethys, Rovagug, Zon-Kuthon
Destructive Attacks (Minor): As a swift action, all attacks you make with your weapon this turn gain a morale bonus to damage rolls equal to half your level (minimum 1).
Heart of Carnage (Major): The critical threat range of any weapon you hold increases by 1. This benefit is not doubled by effects such as the Improved Critical feat or the Keen weapon property, but it does stack with those effects.

Earth
Deities: Gorum, Nethys
Acid Strike (Minor): As a swift action, all attacks you make with your weapon for 1 minute deals an additional 1d4 points of acid damage with each strike. This bonus damage does not stack with the corrosive weapon special ability.
Armor of Earth (Major): Your skin hardens like stone. You gain DR 3/-. If you already have DR 3/- or greater, this DR increases by 1 point, to a maximum of DR 15/-.

Evil
Deities: Asmodeus, Lamashtu, Norgorber, Rovagug, Urgathoa, Zon-Kuthon
Unholy Strike (Minor): Any weapon you hold deals an extra 1d6 points of damage against good creatures. This bonus damage does not stack with the unholy weapon special ability.
Strike of Unspeakable Evil (Major): As a swift action, the next attack you make with your weapon stuns a good creature it strikes, unless that creature succeeds at a will save. A Good Outsider takes a -4 penalty to this save. If the creature it strikes isn't Good, or misses, this ability does nothing and is wasted.

Fire
Deities: Asmodeus, Sarenrae
Flaming Strike (Minor): As a swift action, all attacks you make with your weapon for 1 minute deals an additional 1d4 points of fire damage with each strike. This bonus damage does not stack with the flaming or flaming burst weapon special abilities.
Armor of Flame (Major): The warpriest becomes wrapped in flames. You become under the constant effect of a Fire Shield (warm shield only). You may suppress or resume this ability as a free action.

Glory
Deities: Gorum, Iomedae, Sarenrae
Glorious Presence (Minor): The Warpriest gains Intimidate as a class skill, and may add his Wisdom modifier to his Charisma modifier for the purposes of making Diplomacy and Intimidate checks.
Demoralizing Glory (Major): As a swift action when you damage an opponent with an attack, you can attempt to demoralize that opponent with the Intimidate skill, using your Warpriest level in place of your ranks in Intimidate.

Good
Deities: Cayden Cailean, Desna, Erastil, Iomedae, Sarenrae, Shelyn, Torag
Holy Strike (Minor): Any weapon you hold deals an extra 1d6 points of damage against good creatures. This bonus damage does not stack with the unholy weapon special ability.
Strike of Overwhelming Good (Major): As a swift action, the next attack you make with your weapon stuns an evil creature it strikes, unless that creature succeeds at a will save. An Evil Outsider takes a -4 penalty to this save. If the creature it strikes isn't evil, or misses, this ability does nothing and is wasted.

Healing
Deities: Irori, Pharasma, Sarenrae
Close Wounds (Minor): As an immediate action, one ally within 60 feet heals 1d8 points of damage for every 4 warpriest levels you possess (minimum 1d8). If this ability is used in response to that creature taking damage, the damage this ability heals is considered to be prevented. (For example, if you use this ability when an ally would be reduced to below -10 hit points, and this ability heals them above -10 hit points, that ally does not die.)
Fast Healing (Major): The Warpriest gains Fast Healing 1.

Knowledge
Deities: Calistria, Irori, Nethys, Norgorber, Pharasma
Lore Keeper (Minor): Whenever you make a knowledge check to learn a creature's strengths and weaknesses, you may add your Wisdom modifier as a bonus to the check. You gain all Knowledge skills as class skills.
Monster Lore (Major): As a swift action, you may make a check against all creatures present to learn about their strengths and weaknesses (this is considered only one use of the blessing no matter how many creatures there are). You be trained in the appropriate knowledge skill to make this check. Against any creatures for which the check succeeds, you gain a +4 insight bonus on attack rolls, damage rolls, AC, and saving throws for 1 minute.

Law
Deities: Abadar, Asmodeus, Erastil, Iomedae, Irori, Torag, Zon-Kuthon
Axiomatic Strike (Minor): Any weapon you hold deals an extra 1d6 points of damage against chaotic creatures. This bonus damage does not stack with the axiomatic weapon special ability.
Strike of Perfect Order (Major): As a swift action, the next attack you make with your weapon stuns a chaotic creature it strikes, unless that creature succeeds at a will save. A Chaotic Outsider takes a -4 penalty to this save. If the creature it strikes isn't Chaotic, or misses, this ability does nothing and is wasted.

Liberation
Deities: Desna
Liberation (Minor): As a swift action you can ignore impediments to your mobility for 1 round, as freedom of movement. You may activate this blessing even if you're unable to take actions, but not if you are unconscious.
Freedom's Call (Major): You emit an aura of freedom. You and all allies within 30 feet become immune to the confused, dazed, grappled, frightened, panicked, paralyzed, pinned, shaken, or stunned conditions.

Luck
Deities: Calistra, Desna, Shelyn
Lucky Surge (Minor): Whenever you roll an attack roll, skill check, or saving throw, as a swift action you can roll twice and take the higher result.
Unlucky Aura (Major): All enemies within 30 feet of you take a -2 luck penalty to attack rolls, skill checks, AC, and saving throws.

Madness
Deities: Lamashtu
Vision of Insanity (Minor): As a swift action, you may confuse a creature within 30 feet for 1 round that fails a will save, as the spell Lesser Confusion. The creature rerolls any result except "Attack Self" or "Babble Incoherently." This is a mind-affecting ability.
Aura of Nightmares (Major): Any creature that comes within 30 feet of you gains the Shaken condition. This bypasses immunity to fear, but does not stack with any other fear effect.

Magic
Deities: Asmodeus, Nethys, Urgathoa
Magical Surge (Minor): Any allied spellcaster within 10 feet of you gains a +1 bonus to their spell's caster level or saving throw DCs; The spellcaster chooses which benefit their spell gets at the time of the casting of the spell. This ability does not work on your own spells.
Eldritch Disruption (Major): As a swift action, you can select 1 creature within 30 feet: That creature loses all ability to cast spells or use its spell-like or supernatural abilities, as if it were in an antimagic field, for 1 round.

Nobility
Deities: Abadar
Inspiring Word (Minor): As a swift action you can speak an inspiring word to a creature within 30 feet. The creature receives a +2 morale bonus to attack rolls, skill checks, ability checks, and saving throws for 1 round. You cannot use this ability on yourself.
Lead By Example (Major): You can inspire allies to follow your lead. If you take an action on your turn, all allies within 30 feet who take the same action on their next turn gain a +4 morale bonus to the attack roll, skill check, ability check, or saving throw to complete that action. For example, if you charge an opponent and make a melee attack, and an ally also charges an opponent and makes a melee attack, she gains a +4 morale bonus on her attack roll.

Plant
Deities: Erastil, Gozreh
Entangling Vines (Minor): As a swift action, you can summon vines to entangle a creature within 60 feet for 1 round (reflex negates).
Tree Guardian (Major): By spending 10 minutes meditating beneath a tree, you can turn that tree into a Treant that serves you absolutely. You may only have one Treant at a time created this way: Creating another one turns the old one back into an ordinary tree.

Protection
Deities: Abadar, Nethys, Shelyn, Torag
Increased Defense (Minor): As a swift action, you can give yourself a +1 resistance bonus to all saving throws for 1 minute. This bonus increases to +2 at 5th level, and +1 for every 5 levels after that (to a maximum of +5 at 20th level). This resistance bonus stacks with any resistance bonus to saving throws you already have.
Aura of Protection (Major): You emit a 30-foot aura that fills allies with feelings of warmth and safety. You and your allies within this aura gain a +1 deflection bonus to AC and resistance 5 against acid, cold, electricity, fire, and sonic. The deflection bonus increases to +2 at 15th level and +3 at 20th level. At 15th level, the energy resistance increases to 10.

Repose
Deities: Pharasma
Gentle Rest (Minor): As a swift action, you can fill a creature within 30 feet with lethargy, causing it to be staggered for 1 round. If the creature is already staggered, it instead falls asleep for 1 round. An undead targeted by this ability is staggered for a number of rounds equal to your Wisdom modifier instead (minimum 1).
Back to the Grave (Major): You gain Turn Undead as a bonus feat, even if you don't channel positive energy, and the save DC to resist being turned is increased by your Wisdom modifier. Any undead that fails its will save by 5 or more when you use this ability is destroyed utterly.

Rune
Deities: Irori, Nethys
Blast Rune (Minor): As a swift action, you can create a blast rune in any adjacent square. Any creature entering this square takes points of damage equal to 1d6 + half your class level. This rune deals either acid, cold, electricity, or fire damage, designated when the rune is created. the rune lasts a number of rounds equal to your warpriest level or until discharged. You cannot create a blast rune in a square occupied by another creature. This rune counts as a 1st-level spell for the purposes of dispelling. It can be discovered with a DC 26 perception check, and disarmed with a DC 26 Disable Device check.
Spell-Storing Weapon (Major): As a standard action, you can cast a spell into a weapon as if it had the spell storing special ability. If the stored weapon is not used within 10 minutes, it dissapates.

Strength
Deities: Cayden Cailean, Gorum, Irori, Lamashtu, Urgathoa
Strength Surge (Minor): As a swift action, you gain a morale bonus equal to your class level (minimum +2) to your Strength for 1 round.
Strength of Will (Major): You can ignore the movement penalties from wearing medium and heavy armor (or carrying a medium or heavy load). You may add your Strength bonus on your saving throws against effects that would paralyze, slow, daze, or stun you.

Sun
Deities: Iomedae, Sarenrae
Blinding Strike (Minor): When you strike an opponent with an attack, as a swift action you can make it glow with a flash of sunlight. If the creature struck by the attack fails a reflex saving throw, it is blinded for 1 round; otherwise, it's dazzled for 1 round. This is a light effect. Creatures with light blindness or light sensitivity take a -4 penalty on this saving throw. Sightless creatures are unaffected by this ability.
Bane of Undead (Major): Any weapon you hold gains undead-slaying weapon special ability.

Travel
Deities: Abadar, Cayden Cailean, Desna
Agile Feet (Minor): You ignore all difficult terrain and take no penalties for moving through it.
Dimensional Hop (Major): As a swift action, you can use Dimension Door as a supernatural ability. At 20th level, you can instead use Greater Teleport as a supernatural ability.

Trickery
Deities: Asmodeus, Calistria, Lamashtu, Norgorber
Distraction (Minor): Any foe adjacent to you is considered to be flat-footed for the purposes of all effects except your own.
Greater Invisibility (Major): As a swift action, you can turn invisible, as the spell Greater Invisibility, for 1 round.

War
Deities: Gorum, Iomedae, Rovagug, Urgathoa
War Mind (Minor): You gain a bonus on all initiative checks equal to your Wisdom modifier. At 10th level, when you roll initiative, you may roll twice and take the higher result. At 20th level, you're always treated as if you rolled a natural 20 for your initiative check.
Weapon Master (Major): As a swift action, you can gain the benefits of any combat feat for 1 round, but you must meet the prerequisites of this feat.

Water
Deities: Gozreh, Pharasma
Frost Strike (Minor): As a swift action, all attacks you make with your weapon for 1 minute deals an additional 1d4 points of cold damage with each strike. This bonus damage does not stack with the frost or icy burst weapon special abilities.
Armor of Ice (Major): The warpriest becomes wrapped in freezing mist. You become under the constant effect of a Fire Shield (cold shield only). You may suppress or resume this ability as a free action.

Weather
Deities: Gozreh, Rovagug
Storm Strike (Minor): As a swift action, all attacks you make with your weapon for 1 minute deals an additional 1d4 points of electricity damage with each strike. This bonus damage does not stack with the shock or shocking burst weapon special abilities.
Wind Barrier (Major): The Warpriest is surrounded by a barrier of fast-moving winds. You are constantly protected by the effects of a Feather Fall and a Wind Wall, save that it doesn't interfere with your own ranged attacks.

There's some wording that could be cleared up (the major Sun blessing springs immediately to mind) and numbers that could be tweaked, but moving all the blessings to one passive ability and one swift-action activation each goes quite a way toward evening them in power, or at least making them more consistent (compare the current incarnation of Strength to current Destruction blessings, for instance).

Silver Crusade

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Clectabled wrote:
Scavion wrote:


Really? Because the Warpriest has no limitations on his alignment in comparison to a deity.

A Warpriest is a Clerical class and therefore subject to the god interpretation of his duties and behavior regarding divine granted abilities.

A classic example of why I make optimization vs roleplaying comments.

No, it isn't. It doesn't say "cleric" at the top; it says "warpriest." It's a separate class with its own rules. As Kudaku asked, do you also interpret this to mean Bloodragers must be non-lawful? Brawlers must be lawful?

Furthermore, not only is this most emphatically not optimization versus roleplaying (being Lawful Evil isn't "optimized" for anything in particular except not having to deal with unholy blight and order's wrath), but the two aren't even opposed. I'm not particularly interested in hyper-optimization myself, but one of my players is, and not only does he make unkillable multiclass monstrosities to play in my games, but they're the most well-developed and deeply roleplayed characters in the entire game, and no one in my group is a slouch at that. :p

Ssalarn wrote:
Moreover, Paladin's don't have any restrictions limiting them to being within one step of their deity's alignment, that's pretty much only Clerics. Some of you may recall the infamous "Paladins of Asmodeus" incident from a certain scenario.....

Since noted as an editing mistake and retconned, it should be pointed out.

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