Tulrin Endessell

Finarin Moonstep's page

1,046 posts. Organized Play character for TheBobJones.




Hello,

I am trying to optimize my paladin for max defense/damage to Evil Outsiders (Specifically Devils).

I need to keep race aasimar and I would prefer to keep Paladin. 20 point by - added abilities to Strength +2 and Charisma +2.

Any advice?

Mihály:

Angel-blooded aasimar (angelkin) oracle 1/paladin (oath against fiends, divine defender) 15 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), shared defense (15 ft.)
--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 28 (+14 armor, +3 Dex, +4 natural)
hp 169 (16 HD; 1d8+15d10+86)
Fort +24, Ref +21, Will +23; +2 vs. [evil], +2 vs. death
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee valor's minion +26/+21/+16 (1d10+15/17-20 plus 2d6 vs. evil)
Ranged +1 adaptive bane greenwood composite longbow +17/+12/+7 (1d8+10/×3 plus 2d6 vs. )
Special Attacks channel positive energy 6/day (DC 23, 8d6), smite evil 5/day (+6 attack and AC, +15 damage)
Paladin Spell-Like Abilities (CL 15th; concentration +21)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +7)
. . 1st (5/day)—celestial healing, comprehend languages, cure light wounds
. . 0 (at will)—create water, ghost sound (DC 16), light, mage hand, purify food and drink (DC 16), read magic
. . Mystery Battle
Paladin (Oath against Fiends, Divine Defender) Spells Prepared (CL 12th; concentration +18)
. . 4th—crusader's edge (DC 20), sacrificial oath[APG] (DC 20)
. . 3rd—burst of speed[UC], life current (DC 19), shield of wings
. . 2nd—inheritor's smite, protection from outsiders, righteous vigor[APG] (DC 18), shield other
. . 1st—bless, challenge evil[APG] (DC 17), divine favor, fallback strategy, lesser restoration
--------------------
Statistics
--------------------
Str 26, Dex 10, Con 20, Int 10, Wis 14, Cha 22
Base Atk +15; CMB +24; CMD 33
Feats Angelic Blood[ARG], Cornugon Smash, Exotic Weapon Proficiency (bastard sword), Fey Foundling[ISWG], Furious Focus[APG], Improved Critical (bastard sword), Intimidating Prowess, Power Attack
Traits armor expert, omen
Skills Acrobatics -2 (-6 to jump), Diplomacy +10, Fly +1, Heal +8, Intimidate +28, Knowledge (planes) +13 (+15 vs. Devil), Knowledge (religion) +9 (+11 vs. Devil), Perception +12, Ride +2, Sense Motive +6, Spellcraft +4; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ anchoring aura, divine bond (weapon +4, 3/day), exalted resistance[ARG], holy vessel, lay on hands 13/day (7d6), oracle's curse (haunted), revelation (sidestep secret)
Other Gear angel's wings, +1 adaptive bane greenwood composite longbow, valor's minion[UE], amulet of natural armor +4, belt of physical might +6 (Str, Con), cloak of resistance +4, headband of mental prowess +4 (Wis, Cha), 3,865 gp
--------------------
Special Abilities
--------------------
Anchoring Aura (DC 23) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Exalted Resistance (21) You have spell resistance 21 vs. evil spells, or any spell cast by evil outsiders.
Fey Foundling Magical healing works better on you
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Paladin Channel Positive Energy 8d6 (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shared Defense (6 rounds, 15 ft., +3 AC, immune to bleeding, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Smite Evil (5/day) (Su) +6 to hit, +15 to damage, +6 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Thanks for looking
TBJ


Hello,

I am trying to optimize my paladin for max defense/damage to Evil Outsiders (Specifically Devils).

I need to keep race aasimar and I would prefer to keep Paladin. 20 point by - added abilities to Strength +2 and Charisma +2.

Any advice?

Mihály
Angel-blooded aasimar (angelkin) oracle 1/paladin (oath against fiends, divine defender) 15 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Advanced Player's Guide 42, 116, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 60)
LG Medium outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +12
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), shared defense (15 ft.)
--------------------
Defense
--------------------
AC 31, touch 13, flat-footed 28 (+14 armor, +3 Dex, +4 natural)
hp 169 (16 HD; 1d8+15d10+86)
Fort +24, Ref +21, Will +23; +2 vs. [evil], +2 vs. death
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee valor's minion +26/+21/+16 (1d10+15/17-20 plus 2d6 vs. evil)
Ranged +1 adaptive bane greenwood composite longbow +17/+12/+7 (1d8+10/×3 plus 2d6 vs. )
Special Attacks channel positive energy 6/day (DC 23, 8d6), smite evil 5/day (+6 attack and AC, +15 damage)
Paladin Spell-Like Abilities (CL 15th; concentration +21)
. . At will—detect evil
Oracle Spells Known (CL 1st; concentration +7)
. . 1st (5/day)—celestial healing, comprehend languages, cure light wounds
. . 0 (at will)—create water, ghost sound (DC 16), light, mage hand, purify food and drink (DC 16), read magic
. . Mystery Battle
Paladin (Oath against Fiends, Divine Defender) Spells Prepared (CL 12th; concentration +18)
. . 4th—crusader's edge (DC 20), sacrificial oath[APG] (DC 20)
. . 3rd—burst of speed[UC], life current (DC 19), shield of wings
. . 2nd—inheritor's smite, protection from outsiders, righteous vigor[APG] (DC 18), shield other
. . 1st—bless, challenge evil[APG] (DC 17), divine favor, fallback strategy, lesser restoration
--------------------
Statistics
--------------------
Str 26, Dex 10, Con 20, Int 10, Wis 14, Cha 22
Base Atk +15; CMB +24; CMD 33
Feats Angelic Blood[ARG], Cornugon Smash, Exotic Weapon Proficiency (bastard sword), Fey Foundling[ISWG], Furious Focus[APG], Improved Critical (bastard sword), Intimidating Prowess, Power Attack
Traits armor expert, omen
Skills Acrobatics -2 (-6 to jump), Diplomacy +10, Fly +1, Heal +8, Intimidate +28, Knowledge (planes) +13 (+15 vs. Devil), Knowledge (religion) +9 (+11 vs. Devil), Perception +12, Ride +2, Sense Motive +6, Spellcraft +4; Racial Modifiers +2 Heal, +2 Knowledge (planes)
Languages Celestial, Common
SQ anchoring aura, divine bond (weapon +4, 3/day), exalted resistance[ARG], holy vessel, lay on hands 13/day (7d6), oracle's curse (haunted), revelation (sidestep secret)
Other Gear angel's wings, +1 adaptive bane greenwood composite longbow, valor's minion[UE], amulet of natural armor +4, belt of physical might +6 (Str, Con), cloak of resistance +4, headband of mental prowess +4 (Wis, Cha), 3,865 gp
--------------------
Special Abilities
--------------------
Anchoring Aura (DC 23) (Su) At 8th level, a paladin's aura hampers extradimensional travel by evil outsiders. The aura extends 20 feet from the paladin. Evil outsiders attempting to use abilities such as dimension door, plane shift, or teleport to leave or
Angelic Blood +2 saves vs. evil effects, to stabilize while dying, and 1 damage to evil or undead if bleeding.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +4, 15 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Exalted Resistance (21) You have spell resistance 21 vs. evil spells, or any spell cast by evil outsiders.
Fey Foundling Magical healing works better on you
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Holy Vessel (Su) At 9th level, a paladin whose divine bond is with a weapon can also use her divine bond to augment her armor or shield with enhancement bonuses, or add any of the following armor or shield properties: bashing, fortification, and spel
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (7d6 hit points, 13/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Paladin Channel Positive Energy 8d6 (6/day, DC 23) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shared Defense (6 rounds, 15 ft., +3 AC, immune to bleeding, stabilize) (Su) Lay on hands use: Aura provides AC and other bonuses to allies.
Smite Evil (5/day) (Su) +6 to hit, +15 to damage, +6 deflection bonus to AC when used.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


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Hello,

I have been enamored with the eldritch knight since 3.0, but when I made the switch I had to go magus. I am half a module away from EoT and retiring my magus in PFS.

I wanted to start anew and plan on EK maybe Hellknight in there.

Any reasons why I should go EK over Magus?

Thanks,
TBJ


So my GM is allowing me to houserule the samasaran alternate racial trait, Mystic Past Life.

SRD wrote:
Mystic Past Life (Su) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you’re adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.

Since I a playing an occultist, he is allowing me to adds spells from any psychic class (i.e. Medium).

I am playing a 1st level Occultist filling in a front line fighter role. My school are Transmutation and Abjuration. I flipped through the spells and came up with a short list of

  • Bestow Curse
  • Babble
  • Mind Thrust I
  • Paranoia

Any other suggestions from the collective?


Dice Rolls | Tactical

Feel free to discuss


Dice Rolls | Tactical

As the caravan slowly rolls away from Jace's Stanchion, the caravan guards look back one last time. What would become of the residents? Is this the end of House Duarran? What of the green slime? Questions left unanswered, the group once more turns their sight to the open road ahead.

As the caravan passes the spot of their ambush by the hansohfyr a few days ago, the guards are on alert but pass the area safely. Finally on the open road again, their cares fall away as the dust rises.

The journey to Abril is a lengthy one, but not by caravan standards. At night Simon, Morris, Syonne, and Bertrand try to banish the thoughts of the horrors of Jace's Stanchion. Keeping mostly to themselves, they are warm to the other caravan guards, but not overtly friendly.

Here is your chance to (re)introduce yourself to each other. A bit later you will pull into Abril. Please make sure stat lines are correct, and all purchases are complete. We will hit the ground running!


Dice Rolls | Tactical

FYI ... running two tables of The Opened Mind is not a big deal for me, but running two tables of The Third Dawn not so sure. We will have to see what happens after we finish The Opened Mind.

Without further ado:

The Opened Mind Table B

  • Stormstrider
  • Johnnycat93
  • Louxman
  • Burnscar

Please dot in Gameplay Thread B by posting with your Opened Mind character alias, and then deleting your post. Then please read the Discussion Tab on how to set up your character and how I run my PbP.

Official Start Date for GamePlay will be November 8th.


Dice Rolls | Tactical

In the waning light of day, when shadows stretch along the beaten furrows of the caravan ruts, and the twinkling light of Golarion's stars start to shimmer in the purple sky, the caravan manager walks you up to a crackling camp fire. Four hewn stumps are occupied by four caravan guards. All the occupants are scooping some sort of oily brown stew into their mouths from carved bowls with horn spoons.

"New guards." the caravan master declares to the four. "Heard there was trouble further down the road before we hit Jace’s Stanchion. Best keep your wits about you." and with that statement of the obvious, he turns heel and strides back towards his wagon.

None of the four look up as you approach the fire until you are close enough to feel its warmth. You notice that two of the four are obviously related, dark haired, strapping youths. "I am Morris, and this is my brother Simon." one of the guards announces. You see that next to his stump rests a huge, two-handed sword.

"Look at that one’s boots, Morris. Quite a fancy pair for someone supposed to be guarding a caravan." adds in Simon as he flips a pair of knives with one hand.

The remainder of the group is rounded out by a married couple. ”I am Syonne." states a comely, red-headed woman. "This is our fire and you will find a different one to warm yourself." as she finishes talking, her apparent husband rises from his carved stump and interposes himself between you and her. "If you are smart, you will listen to her. I am Bertrand, one of the smartest people you will ever meet because I know to listen to my wife." he chuckles, his heavy brown beard wagging forth. "Though she may be gruff of tongue, she has the right of it. Places around the fire are earned, and green recruits make their own fire.

"You also will take rear detail on the caravan when we pull out tomorrow when we head into Haver's Marshland. Anything west of the Barony of Soliel is basically a lawless land outside of the small settlements." The large man resumes sitting and eating, clearly finished with the conversation.

You all know, though many of you are novices, that rear detail is the worst, most dangerous post when guarding a caravan.


Dice Rolls | Tactical

FYI ... running two tables of The Opened Mind is not a big deal for me, but running two tables of The Third Dawn not so sure. We will have to see what happens after we finish The Opened Mind.

Without further ado:

The Opened Mind Table A

  • Madcaster
  • Joynt Jezebel
  • Edgar Lamoreux
  • ScorchedOne

Please dot in Gameplay Thread A by posting with your Opened Mind character alias, and then deleting your post. Then please read on how to set up your character and how I run my PbP.

Official Start Date for GamePlay will be November 8th.


Dice Rolls | Tactical

In the waning light of day, when shadows stretch along the beaten furrows of the caravan ruts, and the twinkling light of Golarion's stars start to shimmer in the purple sky, the caravan manager walks you up to a crackling camp fire. Four hewn stumps are occupied by four caravan guards. All the occupants are scooping some sort of oily brown stew into their mouths from carved bowls with horn spoons.

"New guards." the caravan master declares to the four. "Heard there was trouble further down the road before we hit Jace’s Stanchion. Best keep your wits about you." and with that statement of the obvious, he turns heel and strides back towards his wagon.

None of the four look up as you approach the fire until you are close enough to feel its warmth. You notice that two of the four are obviously related, dark haired, strapping youths. "I am Morris, and this is my brother Simon." one of the guards announces. You see that next to his stump rests a huge, two-handed sword.

"Look at that one’s boots, Morris. Quite a fancy pair for someone supposed to be guarding a caravan." adds in Simon as he flips a pair of knives with one hand.

The remainder of the group is rounded out by a married couple. ”I am Syonne." states a comely, red-headed woman. "This is our fire and you will find a different one to warm yourself." as she finishes talking, her apparent husband rises from his carved stump and interposes himself between you and her. "If you are smart, you will listen to her. I am Bertrand, one of the smartest people you will ever meet because I know to listen to my wife." he chuckles, his heavy brown beard wagging forth. "Though she may be gruff of tongue, she has the right of it. Places around the fire are earned, and green recruits make their own fire.

"You also will take rear detail on the caravan when we pull out tomorrow when we head into Haver's Marshland. Anything west of the Barony of Soliel is basically a lawless land outside of the small settlements." The large man resumes sitting and eating, clearly finished with the conversation.

You all know, though many of you are novices, that rear detail is the worst, most dangerous post when guarding a caravan.


Hello,

I am having an issue with a PbP Game I created. I have an active recruiting, and I can edit both the Campaign Tab and the Discussion Tab, but I cannot seem to post to the Gameplay Thread.

Long time PbP GM, first time this has ever happened to me.


Play Guide

This play guide has been compiled from my own experience with PbP (things I liked and things I didn't) and also from my favorite tips from the following excellent guides:

Doomed Hero's Guide to PbP An awesome introduction to PbP. Don't miss his second post on that thread with some "advanced tips", too.

Painlord's further tips builds on Doomed Hero's work.

I strongly recommend reading these in addition to my guide below. They contain much more rationale and detail than mine does.

Things I expect

These are more of a requirement than a guide. Players who do not comply will be asked to improve and eventually asked to leave. Think of these things as non-optional "table" etiquette.

Have Fun:
No, seriously, have fun. If you're not having fun, why are you playing? If you find you're not having fun in one of my games, please send me a PM and I'll do my utmost to rectify the situation. If it can't be resolved, I'm perfectly happy for you to leave the game. This is about all of us enjoying ourselves.

Post Frequently:
Be ready to post every 24 hours. This doesn't mean you have to interject with nonsense just to keep up posting every day (though a quick post to describe your character's demeanor, reaction to the last action, or something of the like is always welcome). The main thing is to ensure that no one is waiting more than 24 hours for your action. If you take longer and we are in combat, I will place your character in delay. This would be the equivalent of what I would do in real life if a gamer went for an extended toilet break, took a long phone call, ran off in search of caffeine or something similar that takes them off the table in the middle of things.
Unusual real life events notwithstanding, I will be prepared to post at least twice a day. If there's nothing for the GM to add, you may not see anything - but I will check the gameplay thread 2 or more times each day. I will try for more often during combat.

If you cannot post within 24 hours for any reason, please let me know. I will be happy to bot you as required until you're back to normal.

Vital Statistics:
Put your vital stats, expended charges and active conditions in your forum tag line. It really helps for those situations when a GM needs to make a roll for the whole party (eg. everyone makes a reflex save). That means I can easily do the rolls, resolve all the effects and move the game along in a single post.

Please use this temple for your tagline.

Rolling:
The following PC rolls will always be made by me to keep things moving:
1. Initiative
2. Perception
3. Sense motive
4. Saving throws
5. Group diplomacy*

Player dice rolls of these types will be ignored, unless specifically requested by me.

I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself):
1. Knowledge checks
2. Survival checks
3. Individual diplomacy*

Further, I may make a roll of any kind on your behalf if you do not post within the 24 hour timeframe (see above fore more on this).

* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.

Finally, a convention I have adopted (mostly for rolling during combat) in PbP games that I run is as follows:

1. No rolls during combat for any checks that do not specifically require an action unless called for by the GM. Same for free actions that do not influence combat. Eg. Knowledge (dungeoneering) to identify that ooze is a free action, but this is a roll you must ask the GM to make for you (unless he has asked for it). Concentration check to cast a spell is a free action, but that's fine to roll yourself (since it forms part of your cast spell action).

2. Always roll for actions in the order in which they occur. When in doubt, roll reactions to GM first, reactions to players next and then your actions. This should help minimize players swapping over save throws for attack rolls (and the like).

3. If you do want to make an "actionless" skill check, ask the GM to roll it for you. He'll have to post to tell you the results anyway.

How to format your roll:
In case you didn't know, you can make a dice roll using the bbcode Roll type: 1d6 + 100d1d20 + 5 ⇒ (6) + (4, 6, 5, 9, 1, 13, 4, 19, 19, 16, 13, 8, 5, 18, 3, 4, 13, 5, 10, 9, 4, 3, 11, 18, 19, 9, 6, 7, 6, 2, 12, 2, 16, 18, 8, 14, 14, 14, 2, 4, 8, 12, 10, 17, 10, 3, 19, 18, 8, 8, 20, 6, 2, 8, 13, 13, 7, 15, 15, 6, 17, 14, 9, 1, 19, 6, 14, 19, 5, 8, 4, 15, 5, 5, 20, 10, 11, 15, 10, 10, 8, 9, 8, 1, 4, 12, 1, 9, 2, 20, 3, 19, 9, 11, 14, 1, 20, 9, 13, 16) + 5 = 1008

Here is an example of my 8th level magus and a correctly formatted combat post.

Tips and advice

Doomed Hero's Commandments:
These are so good, that I've included these verbatim (except for correcting his "Ye Olde" English):

Thou Shalt Avoid Walls Of Text

Thou Shalt Not Hog The Spotlight

Thou Shalt Not Assume The Actions Of Others

Thou Shalt Not Assume Outcomes Of Actions

Thou Shalt Not Derail Gameplay

Thou Shalt Use The Discussion Thread

Formatting your posts:
Format speech in bold with the quotes still there. This helps to draw attention to what the character is actually saying (as opposed to what you are saying about the character).
Eg. Jambon the Ranger runs back to the party. "Goblins around the corner, beware!"

Use "ooc" tags to say things out of character. It puts your post in blue and helps GMs and players alike to tell when you are talking about mechanics and when you are talking about your character.

Eg. Jambon tries to squeeze through the door. Do I need to make an escape artist check or something?

Make sure to use the discussion thread for "ooc" text that is not relevant to your current post.

For some cool ideas on how else to format your text, see Doomed hero's advanced tips

Writing Style:
Use Third Person Limited and write in the Simple Present* tense. Full stop. If for no other reason, it will keep everyone's posts consistent. It is also what most PbP posters use.

* Note that we are specifically using the Simple Present to describe something that 'is true in the present' (ie. what our character is doing).

Keep it moving:
Painlord says "Always be pushing" but I think "Keep it moving" captures it a little better. After all, you can pull as well as push. The main idea is to always provide a hook for another character to pick up on and keep the game moving towards the goal. If your post doesn't provide a way forwards, consider revising it. After all, we do want to finish the adventure some time this century, right?

Eg. Post that doesn't keep it moving.

Jambon sits down, head in hands, heavily wounded and exhausted from the fight

Eg. Simple modification to the above that keeps it moving.

Jambon sits down, head in hands, heavily wounded and exhausted from the fight. "Well, friends, looks like we all need a rest. Shall we set up camp for the night?"

Maps:
For all my games, I use Google Draw to simulate minis and a play mat / game board. They are publicly editable (with the link) and you shouldn't need a Google account to use them.
Everyone needs to update their own positions as part of their posts. Where this isn't possible, please describe where you would like to move to, and I will do it next time I'm near a laptop. If anyone is able to do so before me, please do feel free to move them for me! This is known as "a Lockwood" or "Lockwooding". eg. "Please Lockwood my token to just north of the werewolf", "Sure thing, just Lockwooded you."

Please, please, please write about how your character moves in the post. Don't just say "see my location on the map". That will help to maintain the roleplaying flavor and also make sure we don't have to constantly flick between the map and the gameplay thread to find out what's going on. It can also help me to adjudicate what happens as you move. But the most important reason is: your position on the map will change over time, but your post will not. Describe your movement.

Finally, in adjudicating movement (mostly for attacks of opportunity and traps) I will assume you take the most direct route to an enemy while still avoiding attacks of opportunity and hazards. If you close to a square and you can't get there within your available movement without provoking, I will make an AoO against you. Otherwise, though, I will assume your character doesn't move like a brain-damaged zombie and avoids such things. If you would like to specify how you move, please use a dashed line to show where you moved (or describe it if you're posting from a phone).

Important conclusion:
Thanks for reading. If you are trying to get into one of my games, please PM me for a special question that (if answered correctly) will rocket you to the top of the selection list. Of course, everyone who wants in on one of my games should send me a PM, but I'm realistic. Doesn't mean you shouldn't be rewarded for reading, though!


Dice Rolls | Tactical

Play Guide

This play guide has been compiled from my own experience with PbP (things I liked and things I didn't) and also from my favorite tips from the following excellent guides:

Doomed Hero's Guide to PbP An awesome introduction to PbP. Don't miss his second post on that thread with some "advanced tips", too.

Painlord's further tips builds on Doomed Hero's work.

I strongly recommend reading these in addition to my guide below. They contain much more rationale and detail than mine does.

Things I expect

These are more of a requirement than a guide. Players who do not comply will be asked to improve and eventually asked to leave. Think of these things as non-optional "table" etiquette.

Have Fun:
No, seriously, have fun. If you're not having fun, why are you playing? If you find you're not having fun in one of my games, please send me a PM and I'll do my utmost to rectify the situation. If it can't be resolved, I'm perfectly happy for you to leave the game. This is about all of us enjoying ourselves.

Post Frequently:
Be ready to post every 24 hours. This doesn't mean you have to interject with nonsense just to keep up posting every day (though a quick post to describe your character's demeanor, reaction to the last action, or something of the like is always welcome). The main thing is to ensure that no one is waiting more than 24 hours for your action. If you take longer and we are in combat, I will place your character in delay. This would be the equivalent of what I would do in real life if a gamer went for an extended toilet break, took a long phone call, ran off in search of caffeine or something similar that takes them off the table in the middle of things.
Unusual real life events notwithstanding, I will be prepared to post at least twice a day. If there's nothing for the GM to add, you may not see anything - but I will check the gameplay thread 2 or more times each day. I will try for more often during combat.

If you cannot post within 24 hours for any reason, please let me know. I will be happy to bot you as required until you're back to normal.

Vital Statistics:
Put your vital stats, expended charges and active conditions in your forum tag line. It really helps for those situations when a GM needs to make a roll for the whole party (eg. everyone makes a reflex save). That means I can easily do the rolls, resolve all the effects and move the game along in a single post.

Please use this temple for your tagline.

Rolling:
The following PC rolls will always be made by me to keep things moving:
1. Initiative
2. Perception
3. Sense motive
4. Saving throws
5. Group diplomacy*

Player dice rolls of these types will be ignored, unless specifically requested by me.

I may make the following where appropriate, but you may request to make these yourself (let me know if you prefer to roll these yourself):
1. Knowledge checks
2. Survival checks
3. Individual diplomacy*

Further, I may make a roll of any kind on your behalf if you do not post within the 24 hour timeframe (see above fore more on this).

* Where the group is involved in a diplomatic action and a diplomacy roll is required, I will roll using the PC with the highest modifier for the group as the primary roll and the next highest modifier for an assist. Depending upon roleplaying and other circumstances, I may allow multiple assists also, or require someone other than the PC with the highest modifier make the primary roll. Otherwise, the players roll these individually.

Finally, a convention I have adopted (mostly for rolling during combat) in PbP games that I run is as follows:

1. No rolls during combat for any checks that do not specifically require an action unless called for by the GM. Same for free actions that do not influence combat. Eg. Knowledge (dungeoneering) to identify that ooze is a free action, but this is a roll you must ask the GM to make for you (unless he has asked for it). Concentration check to cast a spell is a free action, but that's fine to roll yourself (since it forms part of your cast spell action).

2. Always roll for actions in the order in which they occur. When in doubt, roll reactions to GM first, reactions to players next and then your actions. This should help minimize players swapping over save throws for attack rolls (and the like).

3. If you do want to make an "actionless" skill check, ask the GM to roll it for you. He'll have to post to tell you the results anyway.

How to format your roll:
In case you didn't know, you can make a dice roll using the bbcode Roll type: 1d6 + 100d1d20 + 5 ⇒ (5) + (9, 5, 3, 6, 14, 15, 16, 18, 2, 15, 7, 18, 1, 20, 16, 18, 12, 19, 6, 12, 8, 11, 18, 4, 20, 4, 19, 12, 14, 8, 4, 1, 14, 3, 20, 11, 12, 17, 16, 11, 4, 2, 6, 19, 16, 5, 9, 14, 18, 6, 14, 3, 6, 19, 18, 2, 3, 18, 11, 6, 1, 9, 9, 5, 6, 19, 5, 13, 2, 3, 16, 4, 5, 11, 15, 20, 13, 12, 12, 12, 18, 8, 1, 3, 5, 17, 17, 10, 4, 4, 10, 2, 8, 18, 10, 14, 14, 16, 15, 10) + 5 = 1064

Here is an example of my 8th level magus and a correctly formatted combat post.

Tips and advice

Doomed Hero's Commandments:
These are so good, that I've included these verbatim (except for correcting his "Ye Olde" English):

Thou Shalt Avoid Walls Of Text

Thou Shalt Not Hog The Spotlight

Thou Shalt Not Assume The Actions Of Others

Thou Shalt Not Assume Outcomes Of Actions

Thou Shalt Not Derail Gameplay

Thou Shalt Use The Discussion Thread

Formatting your posts:
Format speech in bold with the quotes still there. This helps to draw attention to what the character is actually saying (as opposed to what you are saying about the character).
Eg. Jambon the Ranger runs back to the party. "Goblins around the corner, beware!"

Use "ooc" tags to say things out of character. It puts your post in blue and helps GMs and players alike to tell when you are talking about mechanics and when you are talking about your character.

Eg. Jambon tries to squeeze through the door. Do I need to make an escape artist check or something?

Make sure to use the discussion thread for "ooc" text that is not relevant to your current post.

For some cool ideas on how else to format your text, see Doomed hero's advanced tips

Writing Style:
Use Third Person Limited and write in the Simple Present* tense. Full stop. If for no other reason, it will keep everyone's posts consistent. It is also what most PbP posters use.

* Note that we are specifically using the Simple Present to describe something that 'is true in the present' (ie. what our character is doing).

Keep it moving:
Painlord says "Always be pushing" but I think "Keep it moving" captures it a little better. After all, you can pull as well as push. The main idea is to always provide a hook for another character to pick up on and keep the game moving towards the goal. If your post doesn't provide a way forwards, consider revising it. After all, we do want to finish the adventure some time this century, right?

Eg. Post that doesn't keep it moving.

Jambon sits down, head in hands, heavily wounded and exhausted from the fight

Eg. Simple modification to the above that keeps it moving.

Jambon sits down, head in hands, heavily wounded and exhausted from the fight. "Well, friends, looks like we all need a rest. Shall we set up camp for the night?"

Maps:
For all my games, I use Google Draw to simulate minis and a play mat / game board. They are publicly editable (with the link) and you shouldn't need a Google account to use them.
Everyone needs to update their own positions as part of their posts. Where this isn't possible, please describe where you would like to move to, and I will do it next time I'm near a laptop. If anyone is able to do so before me, please do feel free to move them for me! This is known as "a Lockwood" or "Lockwooding". eg. "Please Lockwood my token to just north of the werewolf", "Sure thing, just Lockwooded you."

Please, please, please write about how your character moves in the post. Don't just say "see my location on the map". That will help to maintain the roleplaying flavor and also make sure we don't have to constantly flick between the map and the gameplay thread to find out what's going on. It can also help me to adjudicate what happens as you move. But the most important reason is: your position on the map will change over time, but your post will not. Describe your movement.

Finally, in adjudicating movement (mostly for attacks of opportunity and traps) I will assume you take the most direct route to an enemy while still avoiding attacks of opportunity and hazards. If you close to a square and you can't get there within your available movement without provoking, I will make an AoO against you. Otherwise, though, I will assume your character doesn't move like a brain-damaged zombie and avoids such things. If you would like to specify how you move, please use a dashed line to show where you moved (or describe it if you're posting from a phone).

Important conclusion:
Thanks for reading. If you are trying to get into one of my games, please PM me for a special question that (if answered correctly) will rocket you to the top of the selection list. Of course, everyone who wants in on one of my games should send me a PM, but I'm realistic. Doesn't mean you shouldn't be rewarded for reading, though!


What: Welcome to psionics! This adventure is intended as a first taste of the system of psionics and power points, as presented
in Ultimate Psionics. It is intended for four 1st level psionic characters and is meant to highlight different aspects of psionics to let you and your players learn about this subsystem of the Pathfinder Roleplaying Game. You will need a copy of Ultimate Psionics or you can utilize the Pathfinder SRD. I am looking for a party of 4 adventures. This can be subject to change if I get some really good applicants.

Why: I am a long time gamer and I have all always been intrigued by Psionics. I recently bought the Dreamscarred Press Bundle on the Open Gaming Store, and I have to say, "Wow, what a great product." I have been trolling the recruitment boards and getting into games is challenging enough and then to add in a niche system like Psionics, well, it is easier to run a game than get in a game. So I plan on running this adventure to have fun and to learn the DP Psionic system better, and if everything goes well, and we all have a blast, then I would strongly consider continuing with Dreamscarred's AP, Third Dawn.

Who: First me, then you.
I started gaming a long, long time ago. Like D&D Basic long time ago. I have played D&D, AD&D, skipped most of 2nd Edition, D&D 3.0, and Pathfinder for the last few years, in addition to a smattering of other games systems (minis, Star Wars, ect.). I am a multiple times a day poster, experienced PbP GM (1-star PFS; running PbP homebrew) and player (Multiple high level PFS characters, and on Book 4 in RoW, and Book 2 in CC APs). My primary reason for running this is to have fun, secondary reason is to learn the Psionics system better. It is one thing to read a 452 page book, and another thing to run a game in the system.

My personal preference for games are 50-50 role and roll.

So what are my requirements for applying for this game, in importance order:
Active Posters I tend to be ill suited for PbP temperament wise at time. Because I can post easily during the day (Currently GMT -5), I would really like to get a table that can come close to that posting rate. As I am human, I understand things like family, work, vacation, life so as long as I get a heads up, no worries. Minimum 1 post per day. Really looking for more in combat situations.

Knowledge of PbP I will be cyber-stalking you to find if you PbP, and how well you PbP. I am looking for well crafted posts, syntax, and ability to move a game forward. I am a horrendous spellur and can easily mix up my grammars so no sweat there.

Knowledge of Pathfinder and Dreamscarred Psionics As I am a novice in the Dreamscarred Psionic world, a few experts here and there will help out greatly. If you don't know much about Psionics or Dreamscarred Psionics, don't let that stop you.

Still reading? Cool. Crunch time!

What books are allowed:
You are limited to Paizo Pathfinder material and Dreamscarred Press Psionic material (Pathfinder Content, no d20). I currently own almost all the Pathfinder Published Material and the following Dreamscarred Press Books:

  • Ultimate Psionics
  • Augmented Wilders, 7th, & Mythic
  • Bestiary
If you are going to use a Dreamscarred Psionic something, it has to be something that I can access.

What Level: 1st

What Classes: Any Paizo or Dreamscarred Psionic. I also have Sample Characters from the mod if you want to use them. They are Cryptic, Soulknife, Vitalist, and Psion. Just say in your post, " I'd love to run the Psion!" I care less about party balance and more about Players.

The Open Mind wrote:

Sample characters are given at the end of the book if your players are unfamiliar with psionics, giving

a balanced and well-rounded party using the psionic classes found in Ultimate Psionics. If you decide to use your own characters instead of the sample characters provided, each member of the party should have some level of psionic ability, whether that is a psionic race, psionic class, or a feat like Wild Talent from Ultimate Psionics. Again, if you are an awesome PbP Player don't let this stand in your way.

What Race: Any race found in the above books, 15 RP or lower. No Race Builder Races. Don't get weird. Psionics are challenging enough without some obscure race.

Abilities: 20-point buy. No abilities lower than 8 with racial modifiers included. You are supposed to be Heroes!

Traits: 2 traits, no drawbacks.

Wealth: Max starting gold for your class.

Min/Max: On the fence. I love character creation, and applaud people with the time and acumen to create the various guides (which I use frequently), yet I dislike cheese builds. If you want to create an optimized character that is really good at a narrow ranges of abilities, have at it.

Still reading? Cool. What you need to do. (Hint: If you don't follow the requirements, even if you are Painlord ((who I know and have PbPed with)) I will cut you like an 18th century barber).

Recruitment will last until Midnight (GMT-5) on October 28th. Post before then. Please, in addition to posting a crunched out character following all the above rules, give me a background story. Here is some information about the adventure you are about to embark on.

The Open Mind wrote:
You are hired to guard a caravan headed to the psionic town of Jace’s Stanchion

So what I would like you to do is to write your own introduction to how you find yourself on a caravan headed to the Psionic town of Jace’s Stanchion. You may have your origin in Golarion or you may read From the Deep Player’s Guide, a free download from Dreamscarred Press for use with the Third Dawn AP. Click here to download. Specifically, Jace’s Stanchion is found in the northern portions of the continent of Femon, west of the Barony of Soliel.

Questions?

Best of luck to all involved.

Character Creation will be posted on the Campaign Tab. Please check there for any updates.


Portraits | Tactical | Hollow Mountain

Crunchy

So I love character creation. I love to read guides, and plan out my character's progression. I love options, and tinkering. I want you to enjoy it as much as I can so these are very open-ended to allow you maximum enjoyment.

What to build for: You are intrepid adventures. You should prepare for a variety of situations. Having said that, see my mission statement. I am not going to put you in a situation where if you don't have magical X, you will die or sit in the corner twiddling your thumbs. That may happen as a result of things that happen, but I will not build encounters to kill you or nerf your abilities. I strongly believe that you are heroes living in your heroic story. When you cannot act hero-ly, it sucks.

Sources: All Pathfinder books. If you are going to use a 3rd Party Product, you have to send me a copy of the pages in the source book you are using. I would prefer you stay away from 3PP, but that is because I am lazy and cheap. No Mythic. It is just - weird. No Technology.

Races: Anything. You can customize a race, must be less than 17 RP. If your race is more than 17 RP, you loose a level, so start at level 3. I know Advanced race is 20 RP.

Feel free to use any published Alternate Racial Trait.

Level: Start at level 4. See classes for more details

Abilities: 20 point buy

HP: PFS progression

Traits: 2+1. That bonus one must be a Racial or Regional trait. It would be cool if you could tie it into your backstory.

Drawbacks No.

Alignment: No CE. No exceptions.
So my thoughts on evil. As I feel I am well read in the fantasy genre, one of the most common tropes is 'Is good, good, if good does evil to defeat evil?'. This will be a theme in this game. You can play evil, if you play it right. Sociopath behavior is not what I am looking for, i.e. we will slaughter a town of innocents because we are Ubernaughts! But if you choose to interrogate, harshly, encourage others to sacrifice themselves for you, play very selfishly, that could be construed as evil. Again, player caveat here.

Classes: Start with a 1 level of any NPC class: Adept, Aristocrat, Commoner, Expert or Warrior. This does not count in your 4 levels.

Then take 4 class levels. All classes are legal except Gunslinger.. I reserve the right to say NO to severely broken archetypes. You all do a great job of creating well balanced characters, don't let me down. If you are multiclassing, you should use the Variant Multiclassing rule. I know you expressed an interest in the Summoner class Damien, careful with being too powerful. Maybe you could do an Unchained Summoner, with the regular summoner Eidolon progression.

Feats: All are good.

You will receive one bonus feat. To help with customization, and to balance the varied story settings, you can retrain this feat after each 'Chapter' for free. The feat can either be a teamwork feat (feel free to plan with your friends) or a specific feat that will be available as I move you from chapter to chapter. Some chapters have better options than others, and I will try to adapt to make your character 'fit in' better.

For example, the first adventure will take place <> and you can choose from any of these Broken Link A bit premature here, but I will give you plenty of time to peruse material to make intelligent choices.

Equipment: Start with 6,000 gp.

Hero Points: Not at this time, maybe later. One free reroll per chapter.

Backstory Quick synopsis of the Adventure: you are a very capable group of adventurers that have been together for a number of years. You have a reputation for being very successful using very unconventional means.

Preaching to the choir here, I know.

So your backstory will have two parts. The fist part is your Origin Story. Tell me where you come from before you became an adventurer and how you became an adventure. This can be a shared story as it would be nice to tie it into the group and how you all came together.

The second part is your motivation. Why do you do what you do? That will be big for me as a GM to make sure your character has buy-in for my plot hooks.

Questions or clarification?


Portraits | Tactical | Hollow Mountain

Oathday,10 Pharast, 4716

Absalom, City at the Center of the World. The noonday sun warms the spring air as grey clouds float lazily on the horizon.


Dice Rolls | Tactical

Recruited characters only - please dot in.


We already have 3 players. Tier 3-4, need 1-3. PFS


Dice Rolls | Tactical

After the briefest respite, the Pathfinders once again seem themselves out on another mission for the society. It seems that the venture captains are over stretched at the moment as they are sending teams all over Gorlaion to put of small fires. The Society's enemies are slowly multiplying, looking for any sign of weakness.

As the approach Sothis, they are reminded of the cities grand history. As Osirion’s first major city, ancient capital of the legendary Pharaoh Azghaad, and current capital of a resurgent nation and
people, Sothis displays the legacy of its nearly mythical past alongside its current wonders as a seamless and astounding whole.

Making their way to Sandswept Hall, the Pathfinder Lodge in Sothis. As they enter the city their eyes are drawn inexorably towards the Black Dome. The Black Dome is a glittering, iridescent black carapace of a singularly titanic scarab beetle. Both the royal palace and the fabulous estates of many of its noble elite, the Black Dome is the oldest and certainly most unique structure in the city.

The Pathfinders also notice nine carved white sphinx statues lining the quarter-mile road leading to the Malhitu Bazaar's first gate. After their briefing they may want to visit it hawkers to equip themselves for their upcoming mission.

Sadly they continue their trek, fearful of arriving late. They all to familiar dealings with Vaslin have thought them the necessities of arriving promptly.

As they reach Sandswept Hall, they are ushered upstairs to meet Venture-Captain Norden Balentiir.

Balentiir shutters of the windows in his second-story office overlooking the lodge’s tranquil gardens and seats himself behind his writing desk. He nods and introduces a thin, aging Garundi man in an ornately bejeweled and feathered turban.

“This is Amenopheus, the Sapphire Sage. I trust most of you know of him already. If you don’t, know that he has served both the Ruby Prince and the Pathfinder Society for many years, uncovering vast troves of lore from Ancient Osirion and mentoring some of our finest agents. He recently approached
my colleagues and me with a request for assistance, and the Society has agreed to step up and aid its ally. The arrangement is, in fact, rather mutually beneficial.”
He nods to Amenopheus, signaling the elder man to speak.

“Faithful servants of the past, I bid you greetings,” the wizened sage says with a shallow bow. “Our esteemed ruler, the Ruby Prince, recently released me from his service, which has freed me to learn more about a little-known organization to which I belong: the Jeweled Sages, protectors of Osirion’s history and chroniclers of its past glories. Quite by accident, I found myself initiated into this group, and have long believed myself to be its sole surviving member. Each sage in the group possesses a unique jewel—a priceless artifact that contains memories of Osirion’s golden age.” He pauses as if considering how to express his thoughts.

“For many years, I have sought news of any other members of the Jeweled Sages. My agents recently learned of the Diamond Sage, whom they traced to the city of Eto in the Osirian Desert.

"At the same time, I received word from a reliable source that several other jewels in the vicinity. I ask that you travel to Eto, negotiate with my contact in the city for his assistance, and then use what you learn to find the Diamond Sage and these lost jewels.”

Venture-Captain Balentiir frowns and adds, “This contact has tried to remain anonymous, but we suspect he is none other than Grandmaster Torch. If you’ve heard of him—or worse, met him—you may know trading favors is his signature. Regardless of Torch’s past treacheries, we need you to deal with him fairly for the information.

"There is a caravan leaving for Eto in a few hours, so don’t delay.”

Before the Pathfinders depart or can ask any questions, Amenopheus pulls a weathered stone from his robes and strikes it once against the wall to break the stone into two crystalline geode halves. He hands
one piece to the Pathfinders, instructing them, “If you find one of the jewels of my order or the person known as the Diamond Sage, I ask that you contact me. Concentrate on the stone and speak a message of a few dozen words. I will hear you and respond with further instructions. It will only work once, so keep it safe.”

Feel free to ask any questions. Once you are done you can grab any last minute supplies or get them in Eto, then you head out to meet that caravan.


Portraits | Tactical | Hollow Mountain

Please dot in.


Portraits | Tactical | Hollow Mountain

In the halls of Skyreach, Venture-Captain Ambrus Valsin’s familiar voice gathers the attention of the assembled Pathfinders.
“Pathfinders, please may I introduce to you Hamaria Blakros, who some of you may have met previously. Madame Blakros is the head of the powerful Blakros family, valuable allies of the Pathfinder Society. She will brief you on your next mission.”

The regally dressed noblewoman looks over the assembled party, her piercing eyes seeming to notice every detail, then speaks. “Greetings, Pathfinders. Recently, my daughter Michellia married the Hellknight Damian Kastner, and as is customary when one marries into the Blakros family, he provided a dowry in exchange for being honored with our illustrious name. Damian’s gift took the form of his ancestral home, an estate called Ostergarde in north-central Cheliax.
“Ostergarde has sat empty for some time, deserted by the Kastners after the Thrune regime came to control Cheliax and the family moved to the new capital of Egorian. I am a cautious woman, and I’d prefer to have a third party explore the manor before I or any of my family take up residence there.”
Hamaria snaps her fingers and servants bring several tomes to her side.
“These books all make some mention of Ostergarde or the Kastners, and may contain useful information. While the Chelish government takes great care in rewriting history to suit its current politics, these tomes have been in our family since before the rise of House Thrune, so I am confident their contents have not been altered. Consider them a donation to the Pathfinders’ great library—a down payment for the deal I brokered with your venture-captain. I suppose he can fill you in on the details from here. It was a pleasure to meet you.”
Without further ado, Hamaria takes her leave. Valsin then claims the room’s attention again. “Pathfinders, you are to journey to Ostergarde and rid its halls of any squatting denizens, traps, or forgotten devils. In return, you are free to plunder its contents. Hopefully, everything you need to know about Ostergarde can be found within these books. I do not need to remind you how important it is to maintain our good relationship with the Blakros family, so don’t screw things up. Stick to the mission, and don’t wreck the place.” Softening his stance, Valsin finally adds, “Be careful, Ostergarde is not a kind place,” before hurrying away to attend to the next crisis.

Knowledge (history, local, or nobility) please

DC15:
It was an open secret that when occupied,
Ostergarde was a nexus for devil worship, and because of
its reputation, most travelers leave the abandoned manor
alone even though it sits near a highly travelled mountain
pass between Kintargo and the rest of Cheliax.

DC 20:
+Before Queen Abrogail I of House Thrune ventured
into the Barrowood, she visited Ostergarde to bolster her
knowledge on infernal contracts. It is believed she used
this knowledge in her infamous infernal bargain within
the Barrowood, which led to her house’s victory in the
Chelish Civil War.

DC 25:
A sprawling dungeon complex exists under the
manor, accessible only through secret entrances. A
gateway to Hell is believed to rest somewhere beneath
Ostergarde’s abandoned halls.

DC 30:
One must enter Ostergarde with an escort of
Kastner blood, or speak aloud the following devotion to
Asmodeus: “O, cleansing fires of the Prince of Darkness,
wash me in your burning might. Purify me as I enter your
house of cloven hooves.” Anyone who fails to do so incurs
the wrath of Ostergarde’s eternal defenders.


Dice Rolls | Tactical

Please dot in here if you have been invited.


Dice Rolls | Tactical

This is a closed game. Please dot in if you have been invited.


Dice Rolls | Tactical

Please dot in if you have been invited. The insanity will start on September 19. Yaargh.


Dice Rolls | Tactical

Feel free to discuss and talk about your pregens. So this is tier 5-6 or 8-9 how does that work with the Pregens beings Level 4 or 7?


Dice Rolls | Tactical

Arriving at the Lantern Lodge in Absalom’s Petal District, the team is ushered into an immaculately maintained garden where Venture-Captain Amara Li is found pruning a rose bush. She rises gracefully while handing the gardening shears to a servant and tugging off her gloves. “Thank you for coming,” she says, gesturing for the group to walk with her through the garden.
“I am sending you to Minkai, on the other side of Golarion. The lands of Tian Xia are rich in mysteries unknown here in the Inner Sea. There is one legend in particular that has intrigued me for many years, and astute agents many find it an opportunity to see their investigations chronicled for their colleagues to read and admire. In the land of Minkai, a mansion sits atop a hill, where no one dares to venture. It is called Hinojai, and stories tell that it was the home of a wealthy and powerful woman before the fall of Imperial Lung Wa a century ago. It is a long trip, but I strongly suspect the manifestations are genuine and worth the trek. You see, there is but one thing more interesting than discovering a haunting—discovering how it came to be.
“Your transportation is arranged, of course. Hinojai sits in a triangle between two villages and a small town named Nagura. Nagura is large enough to allow you to do any last minute provisioning you require, as well as any background investigation you may wish to do. Remember that the Pathfinder Society is not as well-known in Minkai as it is in the Inner Sea. Be mindful of local traditions and represent the Pathfinder Society in a positive light—do not upset the local people! Damaged relationships only hurt future agents who may be following up on your discoveries. Finally, remember your mission is to discover what happened at Hinojai, not burn it to the ground. Protect and defend yourself, by all means, but we seek the truth, we do not destroy it.”

Knowledge Religion DC 15:

Feel free to ask Amara Li any questions


Dice Rolls | Tactical

Feel free to discuss.


Dice Rolls | Tactical

The grey skies and biting winds only serve as severe reminders of how much colder it can be on the sea. The hull of the Grinning Pixie creaks and groans in the freezing waters of Kalsgard, at the mouth of the Rimeflow River. The spray of salt, and the sway of the ship make boarding more challenging than it should be. The ship appears almost exactly as it did on their previous mission aboard.. The pathfinders make their way down to the captain’s cabin and arrange themselves in the tight quarters, awaiting her inevitable arrival.

Venture-Captain Calisro Benarry, the half-orc captain of the vessel, shivers as she strides in to her well-furnished cabin and out of the bitter winds. A Varki woman clad in leathers and a snow leopard fur coat closely follows her and takes a seat inside the cabin.

”Ah, well met again Pathfinders. I haven’t see you all since that trip through the Gloomspires, to Old Sevenfingers’s tomb. I am so happy and relieved to see a group of capable agents walk through my door. I trust you are all comfortable, and ready to take some copious notes, if I remember.” She gives Ibid a nod and Cuyrs a warm grin.

The half-orc continues, “Welcome to the Linnorm Kingdoms,” says Venture-Captain Calisro Benarry. She takes a long drag from a hip flask before continuing. “The North is no place for a free captain, but here we are. Oh, Kalsgard is fine—they’ve got stiff drink here—but you’ve got to head inland, where it’s even colder.” She pulls her mammoth-fur coat tighter across her body as she continues. “I hope you all weren’t planning to freeze to death and packed for the weather.”

“You’ve all heard of Jormurdun? Well, that dwarven sky citadel contained an artifact called the Sky Key. King Gutheran broke it into five pieces and gave four of them to his heirs as they fled the invasion, keeping the fifth for himself. If my notes are correct, you already have recovered a few of them. One of Gutheran’s heirs, Naldak, traveled into what is now southwestern Irrisen and established a small town called Naldak’s Point. That’s where the trail goes cold. Most likely, Baba Yaga wiped them out when she invaded. The piece of the Sky Key and the ruins of Naldak’s Point are probably buried under a millennium of ice and snow, just waiting for someone—you—to go dig them out.

I’ve packed you ten blocks of blackfire clay to make the task more manageable,” the venture-captain says, handing over a backpack stuffed with black bricks. “Don’t forget to take these with you.”

“You’re heading east, up the Rimeflow and Thundering Rivers, past the Grungir Forest, and into Irrisen. Desna smiles—the site is about half a day’s hike north of Dalun, a small trade city on the Irrisen border. Take a small river boat packed with supplies and a letter of trade, make nice with the city officials, and see if you can get permission to travel inland. Head to the site and find our missing Sky Key piece. You’ll know you’re on the right track if you recover signs that the royal family settled there.”

Watch yourselves in Irrisen. Antagonizing the locals is like poking a sleeping ice bear in the eye, except it won’t kill you as quickly. The Society is not especially welcome in Irrisen, so try to keep what friends we have, and if you can, make new ones. With that in mind, I’ve hired a local to bring you safely to Dalun.” Venture-Captain Benarry gestures toward the Varki woman.

“This is Haltani, and she will guide you into and out of Irrisen alive.” The Varki woman springs to her feet gracefully and addresses the party. “It is always a pleasure to meet travelers from faraway lands. It is true that Irrisen is a harsher land than most. Keep your wits about you, and your journey should be profitable.”

Venture-Captain Benarry looks them over. ”If you have any questions, ask, or if you need any supplies, see the quartermaster. We do have a limited stock here.”

The Grinning Pixie’s quartermaster can sell them nearly any mundane or alchemical gear in addition to magic items worth 2,500 gp or less.

FYI - You all know these from RoW, but I would be remiss if I did not include it here …

Kn Checks (History)

15+:
Irrisen has a violent history with all of its neighbors, but especially with the Ulfen from the Linnorm Kingdoms. Jadwiga sometimes capture and enslave Ulfen people.

20+:
Baba Yaga and an army of monsters, including ice trolls, winter wolves, and evil fey, invaded the eastern portion of the Land of the Linnorm Kings in 3313 AR. They took only 23 days to conquer the entire region now known as Irrisen.

25+:
Every 100 years, Baba Yaga returns to Golarion and replaces the current queen with a new one. She takes the old queen away with her in a magical hut that stands on a pair of chicken legs. No one really knows where Baba Yaga takes the monarchs or why they never return.

Knowledge (local) or Diplomacy (gather information)

15+:
Irrisen is known as the Land of Eternal Winter, as it stays freezing year round. Powerful witches known as the White Witches rule the nation and allow monsters the same rights as humanoids. The human descendants of Baba Yaga are called Jadwiga, and are the aristocracy of Irrisen. Ulfen people who find themselves in Irrisen at the bottom of the social hierarchy; the fortunate are serfs, and the rest are slaves.

20+:
Intelligent monstrous races, such as ice trolls and winter wolves, are citizens in Irrisen. Though not as socially powerful as the Jadwiga, they command considerable respect and are often able to do as they please without consequence.

25+:
Recently, some younger Jadwiga have begun to question the insular culture and closed borders of Irrisen. They seek to learn about peoples outside of Irrisen, the more “exotic” the better. The White Witches have dubbed them the stilyagi, or “culture crows,” as they disregard the culture of Irrisen and mimic the cultures of other foreign lands. However, because they rarely have the opportunity to interact with foreigners, their depictions are often wildly outdated, stereotypical, and even downright offensive.


Dice Rolls | Tactical

Feel free to discuss, marching order, updates, purchases, party tricks.


Dice Rolls | Tactical

Venture-Captain Norden Balentiir inclines his head in welcome as he opens the door and welcomes everyone into a modest office. “I’m glad you are on time—and with little to spare,” he says as checks outside and then closes the door. “Your ship leaves soon, and I’ve taken care of the details.” He places a neat stack of travel papers on the small desk and sits down. “I’m pleased that you volunteered to visit the remote monastery of Tar Kuata on the Society’s behalf, especially in light of your recent success in securing a piece of the Sky Key. It seems one of the dwarven descendants of the original Sky Key owner may have found her way to Tar Kuata, and we believe the Ouat monks that also reside there still have a piece of the key. Travel there, meet with them, confirm our intelligence, and barter for the relic as needed. Do aim to be respectful; few Pathfinders have traveled to Tar Kuata, so you’ll need to earn the monks’ goodwill—and perhaps even pave the way for future collaboration.

“To that end, I am sending you with this.” Balentiir lifts a heavy bag and adds it to the desk. “You may be familiar with bags able to hold more than seems possible, and this one is filled with grain. I understand Tar Kuata has had a poor harvest this year, and this should help you get off on the right foot in negotiations. Any questions?”


Ok, so I play PFS, and according to the blog yesterday:

Pathfinder blog wrote:
The unchained monk does not qualify for any archetypes, save those in future publications that specifically cite their compatibility with the unchained monk class.

Anyone know if/when this is slated to happen? I have one more PBP level to go before multilcassing into monk (so about 1-2 months). I would like to hold out to see the unchained archetypes compared to the un-unchained ones.


Dice Rolls | Tactical

Feel free to dot in :)


Dice Rolls | Tactical

Mendev’s Pathfinder lodge in the capital city of Nerosyan is housed within Starrise Spire, a defensive tower in the outer wall whose pinnacle glows with celestial light that shines out like a beacon, simultaneously giving comfort to Nerosyan’s defenders and acting as a warning to any who might wish the city harm.

Venture-Captain Jorsal of Lauterbury calls a short meeting on a covered balcony overlooking the city. A middle-aged Mwangi man with greying hair, he closes the door to the spire’s interior and takes a seat in one of the set-up camp chairs, gesturing for his guests to do the same.
“We Pathfinders of Mendev,” he states, making a sweeping hand gesture that encompasses everyone present, “have our own agendas, but these must sometimes give way to the greater need: the protection of this land and its people from the horrors that dwell in the Worldwound.

“We are here by the grace of her majesty, Queen Galfrey of Mendev. Without her support, we would surely be run out of town by Hulrun’s more fervent followers. Our agreement with her states that all Pathfinders are required to volunteer some of their time in the defense of the realm. As relative newcomers, I’ve recommended you to take part in a minor military mission under the command of a veteran crusader named Sir Ilivan of Erages. Although he is not a Pathfinder, you would be wise to follow his advice, as he has been fighting the Abyssal spawn longer than some of you have been alive. I expect you will give him the respect he deserves.” Venture-Captain Jorsal stands and opens the heavy wooden door leading back into the lodge, revealing a tall half-elven man clad in heavy plate armor, wearing a red tabard typical of the Mendevian Crusaders, and carrying a cavalry helmet in his left hand. He gives a professional nod to Jorsal before striding to the front of the group, surveying everyone with poorly disguised disappointment.

“Pathfinders,” he barks in quick staccato without further preamble, “our mission is simple. The recent attacks on the wardstones have compromised our defenses, and the enemy presses its advantage. We have received word of attacks on Fort Portolmaeus to the north, but the crusader leadership suspects that other parts of the line may have been breached as well. We will proceed to Fort Portolmaeus tomorrow morning on horseback to assess the damage, using the passphrase ‘That the Black Prince might be redeemed’ to permit us entry. On the way there, we will scout for enemy movements and other signs of demon activity. Once we have completed our assessment, we are to return to Nerosyan and you will be relieved of your obligations to the Crown. Do you have any questions?”


Dice Rolls | Tactical

Feel free to talk amongst yourselves


Dice Rolls | Tactical

The Pathfinders find themselves outside the Pathfinder Lodge in Katheer, operated by Venture Captain Esmayl ibn Qaradi. A hot desert wind blows their clothing is whirling patterns. The Pathfinder quickly enter the lodge, eager for a cool drink and a quick washing. There are ushered to a waiting room where a Pathfinders offers apologies that the Venture Captain is away, but detailed instructions have been left for them.


Pathfinders,
As the seasons change and the fickle winds alter their course to bring rain to a parched land, so too do the Ten once again turn their eyes toward Qadira and its riches. Sadly, the circumstances are tragic, not celebratory. Trade Princess Zarmina Bahjari, mentor and aunt-by-marriage to the esteemed Trade Prince Aaqir al’Hakam, passed away recently, and the family is holding a wake for her at their estate in Katheer. The trade prince has asked a handful of agents to join him for this event, and I request that you do just that both as a show of solidarity for an important ally of the Society. I understand he also has other work for you that might prove quite lucrative, so as long he does not ask for anything too bizarre, I trust you will honor his requests as you would my own.
I am away on business, but I had another agent retrieve several worthy items from my personal vault. Please take one to offer to the family in the name of the Society and me during the wake.
Be civil,
Venture-Captain Esmayl ibn Qaradi

Left on a table are a silver-chased scimitar, a gold ring bearing three sapphires, and a steel shield bearing an image of Sarenrae painted in gold and studded with garnets.


Is there a way to view an entire Game Play thread, without pages?


Ok so there are going to be a lot of 'rules' for interacting with the locals. I will get that together and throw it up as soon as can.


Venture-Captain Jorsal of Lauterbury's office is vastly different from all other Venture captain's office . The spartan conditions, the hanging weapons that seem to have been used recently, all point towards a utilitarian decor.

"Come in, come in. Please sit. I have just finished debriefing the dwarves, both rescued prisoners, and emissaries. Nasty business those Razmiran. Totally understand what you all had to do to rescue our captive Pathfinders. Doesn't make it any easier but look where I am. Two days ride to the Worldwound, towns wiped out by demonic hordes. Watch these crusaders. Riding into town, gleaming armor, pristine swords, prayers to Iomedae on their lips. Spend a week fighting these monstrosities, come back changed. Different. Eyes wide open."

As he speaks the Venture Captain paces around the office.

As if remembering the Pathfinders are still here, he turns to them, a look of sadness on is face. "I know that you recently arrived here, and I truly hate to do this to you, but given how successful you were in Razmiran, I have another assignment for you."

"Some weeks ago we received this letter from an anonymous source, advising us of the discovery of a Sarkorian site in rural Mendev, near the village of Dawnton. We sent three Pathfinders to perform an initial investigation. “Word came to us two days ago that the entire team has been arrested for murder and is scheduled to be hanged in seven days’ time. I would appreciate your traveling to Dawnton, investigating the crimes, and finding any evidence necessary to clear their names.”

He pauses for a moment, as if gathering his will or holding back strong emotion. “As much as it grieves me to think this possible, you may find evidence that implicates our comrades. If they are guilty of this crime, let them hang. It’s justice of a sort, and we must all remember that we are guests in Mendev and subject to all its laws. Your predecessors’ reputation has tarnished the Pathfinders’ name in Dawnton, so I recommend you not travel and investigate openly as Pathfinders agents. Be careful and remember that three comrades are relying on you.”


A light aura of smoke fills the a tap room outside the Grand Lodge of the Pathfinder Society in Absalom. Patrons litter the room eating, drinking, and conversing. One table remains open, near the center of the room.


Feel Free to dot in.


So I am thoroughly enjoying my foray in to PFS after a long hiatus from 3.0 LG. I was fortunate enough to land with a great regular gaming group and we are tearing through adventures. We have all, in a way, settled into pseudo-niches. I have an elf magus (who after some advice on the boards I am enjoying much more), a human bear shaman druid, and a Nagaji Battle Oracle. As you can see my niche is front line - no problem I can handle that, or medium support, no problem I can handle that. I was hoping to make an alternate character in the similar vein, PFS legal, and interesting to play. and I have been all over looking for build ideas, and tossed a bunch around without any success. Skald, Cavalier, Witch, - nothing screamed "Roll Me Up'.

As always thanks for looking, and any help would be appreciated.


So I have a level 1 Magus and quickly leveling him up. I like the Magus abilities, but I feel like the damage is low and the skills are hard to come by. I want to take him to level 3 as a Magus to get an Magus Arcana, but after that I am considering a 'dip' in to another level. What would you recommend a 'dip' into to boost damage & skills but still be 'magusy'?

Strength 10
Dexterity 18
Constitution 12
Intelligence 16
Wisdom 10
Charisma 10

Feat Progression
Lvl 1 Weapon Finesse
Lvl 3 Dervish Dancing


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So I am trying to create a Pathfinder Society legal character. I have no racial boons so I am limited to races that are currently legal without boons.

Character concepts that I won't change:
Must focus on mobile attacking
Two-handed melee weapon main attack weapon

Character concepts that I have explored:
Whip builds
Fighter (mobile) archetype - nice build but no real benefit until level 11 - too late for PFS
Fighter (Lore Warden) archetype - free Combat Expertise which is needed for whirlwind attack
Elf Fighter w Elven curved blade

Possible Feat Progression [Lore Warden in ()]
01 Dodge, Weapon Focus
02 mobility (Combat Expertise free from LW)
03 spring attack
04 Combat Expertise (Whirwind AAttack)
05 whirwind attack(Power attack)
06 lunge
07 Power attack (Furious Focus)
08 Furious Focus(improved crit)
09 Weapon specialization

Any advice for class, race, feats, stats, traits would be appreciated


Ok, so I have a 1st Level Elven Magus
Str 10, Dex 18, Con 12, Int 16, Wis 10, Cha 10
AC 17
Feats/Traits that affect combat: Weapon Finesse/Sub Elven Weapon Proficiency for Trait Arcane Focus (+2 Concentration when casting Defensively.

So when my character is adjacent to an enemy and using Spell Combat:

1) Melee attack w short sword +4 to attack -2 Spell combat for a +2 to hit

2a) I can cast Defensively or take an AoO
My AC is 17 - not bad for a level 1
2b)or cast defensively for a 1st level spell DC is 15+ 2 (caster level x2)=17
My concentration bonus is +2 (elven trait) +1 caster level +4 int bonus = +7
2c) Now I can modify it by taking a -1 through -4 from my attack and adding that as circumstance bonus to concentration.
So my melee attack would be +1 0, -1, or -2 &
concentration check would be +8, +9, +10, or +11

So for my spell casting do I use 2a, 2b, or a value from 2c?

Thanks!

1/5

Hello,

I have yet to play a Society game, but wanted to make a suli character. I see that you need a chronicle sheet allowing you to make one. Can someone please explain to me how I could get a chronicle sheet with that option?

Thanks

1/5

Hello,
I was looking to play a character with a really cool mount, ie something that could fly, or at least a large cat. I can only assume that the opportunities would be limited in scenarios, but I liked the idea anyway. I looked at the Paladin, Cavalier [Beastmaster] (I know the mount must have 4 legs and cannot fly), and stacking Druid. What would you be the best recommendation? Also is there a list of approved mounts/animal companions?

Thanks in advance.

TheBobJones


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