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1,312 posts. Alias of Codanous.



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Welcome welcome


Hi guys, GM Cody, I’ve been around the boards for a while.

A bit about me: I’ve been playing in pbp for over a year now and really enjoy the format. Sometimes I post really fast, sometimes I’ll only post once a day. Depends on the mood of the game at the time. I am in this for the long haul, I hope you guys are too. I’ll keep recruitment open till March 24th I’m looking for 4 to 5 players

My expectations from you as a player:
o Consistent posting, I’d prefer at least once a day posting

o An easy to read character sheet

o Decent writing ability, get descriptive. I don’t want just dice rolls.

o Have fun, if you aren’t, say something. It's always an adjustment joining a new group, if it's not working out, we can figure something out :).

Character building rules:

o Level 1

o We will be utilizing the Free Archetype

o For backgrounds, I’d prefer you use the ones from Hellknight Hill but the regular common ones are fine too.

o If you are going to be using one of the classes from Player Core 1, I’d prefer you use the rules from PC1 vs the original Core Rulebook.

o Ancestries: No rare ancestries, and I’d prefer no Tien Xia-centric ancestries, feel like it’d be hard to make that work.

o Give me a paragraph or two, 4-6 sentences minimum, of character background, who your character is and why they are here. If you want to go more in depth by all means do so. If you write it, I’ll read it.

o We will mostly be utilizing google drawing/slides/spreadsheets for tracking the adventure.

To tell you a little about myself, I’ve been playing DnD and Pathfinder for some 14-15 years now. I’m originally from Washington state but I’m currently in Alaska. I am in the US Army, but things are pretty calm for me right now. I currently run an in-person 5e hack of Skulls of Shackles in real life but am very excited and familiar with PF2e rules and am excited to run Kingmaker using 2e.

Feel free to ask questions, I'll should be around to answer them fairly quickly.


For several hundred years, the Order of the Eternal Dawn has stood as an unwavering force against the darkness that plagues the world. Founded in a time long ago, the Order emerged when a renowned vampire hunter named Adrian von Montclair discovered an ancient prophecy that foretold the rise of an age of eternal darkness brought about by powerful vampires. Determined to prevent this cataclysm, Adrian rallied a group of skilled hunters and formed the Order of the Eternal Dawn, eradicating Vampire’s whenever one showed its pale face.

As the centuries passed though, the Order has shrunk in both size and reputation, now at this point, the Order is all but forgotten, it is unknown if this is due to successful hunts or Vampire’s and their ilk having gone into hiding. Now the Order is down to just a few dozen hunters. This adventure starts with our group of apprentice Vampire Hunters being sent out on their first mission outside of training. Strange rumors have begun floating of a possible Vampire attack. Cattle have been found mysteriously drained of blood, and villagers report waking up weak and fatigued after experiencing vivid nightmares. Could this be the first Vampire in a hundred year's returned or something else? Something worse? You lot have been sent to investigate and determine that source of these rumors.

Here is a link to the world map/continent that you'd all be playing in for this adventure. Surondal

I'm imaging this time period to be 1700's Earth type technology. I'll be allowing all Classes, even gunslinger and inventor. I'd like to think this adventure is taking place in a Renaissance just before an Industrial revolution would take place in the next hundred years.

If there is a decent amount of interest I'll put the finishing touches on this world build and open a serious recruitment!

Any questions you have, I'd love to answer so ask away.


Hey just wanted to jump in and see if there was any interest for a West End Games star wars game. the d6 one.

Most of the information can be found online as far as rules go.

The campaign I'd want to run would be set in the time between Episode 4 and Episode 5.

Most likely just be a group of rogue-ish bounty hunters that occasionally help rebels, maybe occasionally help the empire. Whatever gets you paid at the end of the day. If you guys tend toward good or evil is fine by me, the story is obviously heavily home-brew so adjustments could be made!

anyways just wanted to see what kind of interest there would be for a game like that here on paizo forums.

Hell not even sure if that's allowed anymore. Been a while since I ran an online game here.


Hey guys,

I just wanted to see if there would be any interest for a West End Games Star Wars RPG Play-by-post game. Most of the rules and what not can be found online at this point. I have some of the physical books but most of the information can be found on a wiki now too.

I really enjoyed the style of it and the more open-mindedness than the d20 version. I also just think it would be a fun experiment to try and use the d6 version vs a classic d20 version.

I ran a Real life campaign for about 6 months, meeting every week. So I became pretty familiar with how the system works and there are a few changes/tweaks I'd make to make it more service-able or run a bit more smoothly over PbP.

Anyways, would love to see what people think. I really enjoy the system and moved for work and so I want to continue playing in the system and figured I'd turn to my online community!

Just let me know if you'd be interested, if enough people think they would be then I'll open a recruitment in a few weeks.

When thinking of a potential character, please don't all be Jedi. My ideal time line would be during the Empire's occupation of the Galaxy. I could be convinced to for Old Republic time but right now the home brew campaign I have written out is for the Reign of the Empire.


Discussion, please

post your

Name:
Character Name
Pathfinder Society Number:
Level and Class:
Faction
Dayjob
Anything unique about your character


Please dot in this gameplay when you are ready!


Hey guys

the site is all borked right now, its not just you!

Gameplay and Discussion seems to be missing from the forums entirely.


If you've made it here, congratulations!

I have a pretty busy weekend coming up but I'm hoping to start Tuesday, 4/11.


Gameplay


Knights Templar, Vatican City is the last bastion of hope in a ruined world overrun by monsters.

Beginning levels as a city adventure exploring the remnants of Rome, gather survivors and setting up base camps.

Higher levels might expand out into massive battles, taking back of Italy, eventually Europe and then who knows maybe assaulting Hell to

Uses Pathfinder RPG rules

Campaign Setting: The apocalypse has happened. The Second Coming was thwarted by agents of Lucifer. No one knows what happened or how they did it.

The natural world has now been overrun by demons and all manner of unholy creatures. The Vatican City is the only known bastion of hope left in a world destroyed. The holy wards protect the City for now.

All manner of citizens from all nations around the world were in the Vatican City at the time the civilized world came to an end. Pope Pius II enacted the Holy Wards protecting the city and barring shut the way for demons or any other manner of creature to enter.

___________________________________________________________________________ ____________

I'm just doing an interest check before I try doing a recruitment. Had this fever dream the other night for a campaign like this. Wanted to see if anyone is interested.

Don't have to be catholic, christian or whatever to apply or be interested. I think its a unique enough environment and setting that anyone can apply, Biblical knowledge aside.


Gameplay thread: Dot when you are ready


Here is the discussion thread, please post:

Name:
Character:
PFS Number:
Faction:
Anything Unusual:
Day job:

Expectations for Players

Welcome to our PbP game together. Here are my expectations for players that I find make the experience easier for me as GM, and better for all of the players. :)

Have a complete stat block in your profile:

I will only accept characters who have a complete stat block in their profile. You should be able to run your character entirely from your stat block. If you need your character sheet or ITS in front of you also, then it is incomplete. Feel free to apply in Recruitment threads with a character that isn't up to date, but make sure to have a completed profile before the game starts.

Post every day:

One to two posts per weekday and once per weekend is about the average pace of games. If you will be unable to post for a few days, please let the group know.

Move your minis on the map:

I use Google Drawings and/or Google Slides. If you are unable to manipulate the maps (iPhones have this problem), just indicate in your posts how you want your character to move so that someone else can do so for you.

Make posts interesting:

Most of your posts should include both dialog and descriptive text. Dialog should be bold text in quotes.

Make your dice rolling clear:

You attacks and damage should be on separate lines, and in blocks. They should include any bonuses. You can add the bonuses yourself or you can leave them separate (which is what I tend to do so that I make sure to count them all). Here is an example:
"Take that!" Elska says as she fires 2 arrows at the ghoul with her composite longbow.
attack 1, rapid shot, Point-Blank Shot: 1d20 + 4 - 2 + 1 ⇒ (18) + 4 - 2 + 1 = 21
damage, Point-Blank: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

attack 2, rapid shot, Point-Blank Shot: 1d20 + 4 - 2 + 1 ⇒ (8) + 4 - 2 + 1 = 11
damage, Point-Blank: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Let me know if you have a wonky ability that I need to know about before I need to know about it:

Is your character built around some unusual ability or combo? Let me know about it up front so I can learn how it is supposed to work. Is your ability somewhat up to table variation? Let me know that, and I will try to rule as fairly to you as I possibly can.

Give me feedback:

I know the rules pretty well, but I don't know everything. If I mess something up, don't hesitate to bring it up (in the Discussion thread or via PM). PbP has the advantage that rules discussions don't bog down the game like they can in face-to-face games.

Explore, Report, Cooperate!:

Remember that we are all here to have fun. Try to share the spotlight with other players. I don't care if you can one-shot every encounter; many of my own characters are built that way too. Just make sure that everyone else gets to show off too. :)


This is the discussion thread.


Please dot here once you've been selected.


Hi guys, GM Cody here, I’ve always wanted to do Kingmaker and I am needing a consistent online game and the best place to find that is with an AP.

A bit about me: I’ve been playing in pbp for over a year now and really enjoy the format. Sometimes I am posting really fast, sometimes I’ll only post once a day. Depends on the mood of the game at the time. I am in this for the long haul, I hope you guys are too. I’ll keep recruitment open till January 11th I’m looking for 4 to 5 players

My expectations from you as a player:

• Consistent posting, I’d prefer at least once a day posting

• An easy to read character sheet

• Decent writing ability, get descriptive. I don’t want just dice rolls.

• Don’t cheese it too hard, I don’t own every book so if your character involves
something from obscure 3.5 pathfinder materials, be prepared, I might not allow it.

• Have fun, if you aren’t say something, it's always an adjustment joining a new group, if its not working out, we can figure something out :).

Character building rules:

• Level 1, 15 point buy, try to stick to core races, please.

• Three traits, 1 has to come from the player guide.

• 150 gold and 2 background skills.

• Fighters get 4+Int skills per level and receive a +2 bonus to Reflex Saves at 1st level and +1 per every 5 levels after that, so +3 at 6th, +4 at 11th, +5 at 16. (I like fighters, I think they just love)

• Wands and staves work differently, Staves take the place of Wands and “wands” are more like weapons for spellcasters. Staff of Cure Light Wounds: Two handed weapon, that has 50 charges and casts a CLW spell at caster level 1. Can’t be recharged. Additionally +1 Wand for example confers a +1 to hit with ranged spells and a +1 to the save dc’s. A +1 Flaming Wand would also confer a +1d6 to a damaging spell cast. So a magic missile cast by a wizard/sorcerer with it would do 1d4+1 force damage + 1d6 fire damage. Some abilities like “Impact” don’t transfer or “Brilliant Energy”.

• I am not familiar with the Occult Classes all that much nor do I think the Vigilante would work that well in this environment so I’ll have to say no to those classes at first. If you submit a compelling enough character using one of the Occult classes I’ll consider it at least.

• Give me a paragraph or two, 4-6 sentences minimum, of character background, who your character is and why they are here.

This is my first time recruiting for an online game like this so I’ll be pretty active watching this thread and answering questions if I can.


Time to discuss!


And here we are, a Game play thread! Welcome to my 6 players! Take this chance to get know your companions, this'll be a perilous journey in the Worldwound! Best to know each other!

The Exchange 3/5

I've been around for a couple years, I've read the reskinning threads, I've seen the rulings however before I go and interpret them I figured it couldn't hurt to just ask to make sure I am still on track.

Pretty easy question, can I reskin a Swordcane to be a Sword Parasol?

I know the Parasol can give you bonuses, I won't even use them, I'm not trying to mash two items together for cheese or anything, I just feel like my Sovereign Court Investigator would rather use a Sword Parasol than a Sword Cane.

Flavor text for Sword Cane: "This slender light blade lies within a wooden container that serves as both its scabbard and hiding place."

Rules text for Sword Cane: " You can draw the blade from the cane as a swift action (or a free action if you have the Quick Draw feat). An observer must make a DC 20 Perception check to realize an undrawn sword cane is a weapon rather than a walking stick; the DC decreases to 10 if the observer is able to handle the weapon. You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a sword cane sized for you, even though it isn't a light weapon. You can't wield a sword cane in two hands in order to apply 1-1/2 times your Strength modifier to damage."

So what do you guys think, reskin allowed or no?


Here is the gameplay thread, go ahead and dot and we'll get started when everyone is ready!


This is a private PFS game of an undetermined level or game. This can be used to go ahead and figure out what we'll play if we decide to play a game.

The Exchange

If take 2 levels of Ranger to get Power Attack, I know how cheezy it is, can I use my Power Attack feat?

It is a dervish dance build so I'm using a scimitar

The Exchange 3/5

Hey guys

I was just wondering where the large comprehensive list of all the Venture Captains/Officers was located. I was trying to get in touch or see if there were VC's for the Online games/community. I am pretty sure there is but I can't seem to find the comprehensive list anymore. I thought it was at the back of the Guide to the Society Play.

The Exchange

Hey guys, I want to participate in this playtest and I have a Tiefling race boon available to me so I wanted to make a Tiefling Stalker.

I have blood of fiends but I'd rather do base tiefling because I think being able to cast darkness would really help with getting the +1d8 hidden strike damage.

I am still pretty early in the build but it goes something like this and I'd just love some feedback or advice, I am not really sure where to take him either melee or ranged. Ranged would work better for PFS because my darkness wouldn't get in my teammates way but being feat starved, 3/4 BAB and having no real way to gain combat feats makes the ranged route that much harder.

Kilton(LN)/Shadow Demon(NG)

Attributes:
STR: 16
Dex: 12 (+2) 14
Con: 12
Int: 12 (+2) 14
Wis: 12
Cha: 12 (-2) 10

HP: 10 (1d8+1+1FC)
Skill ranks/level: 8
Social Talent: Social Grace: +4 to Diplomacy checks
Stalker Specialization

Skills: Acrobatics (+6), Diplomacy (+8), Disable Device (+6), Disguise (+4), Escape Artist +6, Kn: Local (+6), Perception (+5), Use Magic Device (+4).

Feats: Fiendish Darkness: Can use my darkness spell like ability 3 times a day.

This is about all I have right now, if you are familiar with Pathfinder Society I'll have him be apart of the Sovereign Court.

Just wondering if the community has advice for how I can optimize this class in conjunction with having a tiefling available because I really think that Darkness SLA would be really valuable to making the Stalker at least viable for play. (I still think it is a bit weak compared to the Ninja/Unchained Rogue).

The Exchange 3/5

I have no problem with giving out alignment infractions both with good and neutral creatures committing evil actions however I seem to be one of the only people in my area who also gives out good alignment infractions.

What I mean to say is that if a Neutral, Lawful Neutral or Chaotic Neutral character do what I consider and the rest of the table as well consider to be a particular "Good" act I'll record on their chronicle that they received a "Good" tick mark understanding that after three such acts their alignment would shift toward Good.

Am I the only one that does this and should I just stop because it is silly?

The Exchange

Hey guys, I have an 11th level Necromancer Wizard and one of the spells I was looking at taking was Undead Anatomy 3 but I was wondering if it is worth it? Does anyone have some good suggestions for using this spell or some good Undead to look at as choices to turn into?

This is for PFS but I own all four bestiaries.

The Exchange

Hey guys, fellow forumites and what-nots, I was wondering if this is a misreading of the spell Burst of Speed

My reading is that this spell allows you to move through the space of enemies including those that are a larger size. Otherwise, I don't see the point of adding the line in the spell text "and you can move through the space of creatures that are larger than you are" if it doesn't allow you movement through enemy squares.

We can also move through allied spaces and usually anything that isn't an ally is treated as an enemy. Having the stipulation that you can move through the space of creatures that are larger than you implies in my mind this lets me move through enemy creatures that are larger than me.

ie: My burst of speed let me slip between their legs and come out the other side ready to attack.

The Exchange

I was working on a Warden(UM) Ranger to go into the Horizon Walker PrC, however I had a question about the Horizon Walker's ability, Terrain Dominance . Specifically about how they can use their favored terrain bonus as a favored enemy bonus against creatures native to that terrain.

My question stems from the bestiary's listing of monsters by terrain, should I consider this list to be examples or an exclusive list of creatures. That being, do I only get that bonus against creatures the Bestiary says are native to that terrain.

My final question and I guess you could say "the cheese" is this: are Humanoids considered native to the urban terrain or am I only limited to what the bestiary has listed?

The Exchange 3/5

Hey guys, I recently got my wizard up to 10th level, and was looking at taking secret chest because it is one of the four spells that are allowed to be carried over from scenario to scenario.

"A character may have one each of the following spells that
carries overs from scenario to scenario: continual flame,
masterwork transformation, secret chest, and secret page."(Guide to Society, Season 6 pg. 24).

Secret Chest

Basically my question is that the secret chest only exists for 60 days, about how many scenarios is this then, or does it really not matter since the only material cost is having the chest and mini-chest but they aren't destroyed when the spell ends so how is having this spell carry over scenario to scenario make any difference then simply casting at the start of every scenario?

As the wizard, I have no problem with the spell, I could like I said above, cast it at the start of every scenario to be safe but if someone who plays with me says "Hey that's cool, how do I get one of those?" and I respond with "I can cast it for you, but it'll only last for 60 days of in-game time and I can't quantify time in PFS to explain when it goes away. Also it costs 5050 gold, 5000 for the Chest to hide, 50 for the tiny replica."

My interpretation or hypothesis is that it exists in the special set of special rules for PFS, one in which the 60 day limit on the spell is removed and it becomes a pretty handy little chest that cost 5050 gold and is always available.

The Exchange

I am looking to make a Warpriest of Cayden Cailean and was looking at using the Sacred Weapon of a War priest with a mug and here's why I think I can;

Sacred Weapon:
Weapons wielded by a warpriest are charged with the power of his faith. In addition to the favored weapon of his deity, the warpriest can designate a weapon as a sacred weapon by selecting that weapon with the Weapon Focus feat (if he has multiple Weapon Focus feats, this ability applies to all of them). Whenever the warpriest is wielding a sacred weapon, he treats his warpriest level as his base attack bonus for attacks made with that weapon, stacking with any base attack bonus from other classes or racial Hit Dice.

The trait Humble Beginnings from Varisia, Birthplace of Legends which reads:

Humble Beginnings:
You didn’t have any intention of becoming an adventurer, but a single, unexpected confrontation changed everything. Choose one of the following: boot, bucket, frying pan, mug, rolling pin, spade, or stool. You are treated as having the Catch Off-Guard feat when wielding the chosen item. (These items should all be considered improvised melee weapons that deal 1d4 points of bludgeoning damage.)

The trait, doesn't give "Proficiency" per se but it does remove the penalty for it being an improvised weapon, does that allow the item to be open for feats like Weapon Focus.

Weapon Focus:

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for the purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
*Emphasis mine

Does having Catch-Off Guard for a certain weapon grant "Proficency" with that weapon thus opening up options to take feats like weapon focus or weapon specialization with that improvised weapon.

My rules question is: What counts as being proficient in a weapon and mechanically what is the effect for feats like Weapon Focus which require proficiency?

The Exchange

The situation is that "I" am playing an Aasimar negative energy channeler. I have taken the wonderfully delicious Channel Force feats. Now lets say I am a ninth level cleric with my 5d6 channel. I need to move an ally 5 feet back using my channel force which lets me push or pull a creature 5 feet per 2d6 of channel energy dice. Can I thus choose to Channel for only 2d6 and spare my friend some unnecessary damage or is it unfortunately locked that a cleric can channel only for what their max amount without reducing the dice pool.

Tl:Dr
Can a 9th cleric channel with a channel of 5d6 choose to channel for say 2d6 instead?

The Exchange

1 person marked this as a favorite.

There is a thread for this in the Rules forum and it didn't shed much light, seemed pretty 50/50 on how the rule worked, I'll link it here.

As such, to reiterate, my question is can I use arcane strike as a swift action to enhance a ray spell such as scorching rays?

Edit for clarity: The contention seems to come from the wording of arcane strike, "imbue your weapons. . ." and since my ray is materialized only for a second before being fired, it'd be hard to imbue it.

I don't see it as particularly game breaking but that's not necessarily means for it to be approved. I am wanting to take this on my Necromancer wizard who uses a lot of rays, I figured if I can take Weapon Focus (ray), it has to count as weapon for some purposes so arcane strike should also work because it affects weapons.

The Exchange

Alright, I have a bit of a question, I found a feat I am going to take but I find it to be a bit vague in some areas. I hate bringing stuff like this up so I am hoping for a simple answer. I'll give a minute to read the feat then ask my question.

Raging hurler.

Okay, time for my question, let's say I throw Heavy Flail, which has the disarm and trip properties, could I use this feat, throw my Heavy Flail and make a trip attempt/disarm attempt from afar.

The Exchange

The rules are great for knowledge checks, they describe to us what knowledge corresponds to what monster we might find the wild but all too often does it feel like as a GM my monsters simply run into humanoids and can only judge them based on how they look but even judging how they look can be quite subjective.

Say for example my Kobolds are about to ambush a party, of course laying traps, could the Kobold rogue use his Kn: Arcana to identify the difference between a Wizard or Sorcerer? And say he succeeds and identifies it as a Wizard would that be sufficient reason for him to use his Improved Steal on the Wizards spell component pouch?

I am only wondering how much, from a GMs perspective do we take Knowledge checks for granted. If a party fails their check it can be quite disastrous at times but as a GM our monsters always know the relative strengths and weaknesses of the party, for example having my Orc send his Lion/Tiger/Bear animal companion to pounce/grapple the Wizard or cleric.

My closing question is how do other GMs handle Knowledge checks from a "Monster's" point of view and do you make it a rule to use them at all? And if I am simple using to much Meta Information as the Gm and should be playing my side dumber if they have no knowledge skills.

The Exchange 3/5

Can someone point me to the errata for Aasimar/elf Favored Class bonuses, I have an Aasimar Life oracle with FCB into Energy Body that he'd been taking since level 1 even though he didn't take it till 5, with him now being level 9. I keep seeing the errata mentioned and brought up all over the place but I can't seem to locate it in the FAQ's page or in any of my exhaustive searches through the message boards.

Thanks, I heard there was a rebuild required and I don't really want to be playing an illegal character simply because I am unable to locate the relevant information.

The Exchange

I was investigating summoning spells and reading up on how they work to make sure I understand them correctly and I came across a line;

Summon Monster:
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).

My question is, does this not allow a wizard from summoning an Elk, 1,000 feet underground because the environment of caves couldn't support it or is this more understandable like not summoning a bird while underwater.

p.s.:
Also does this count for say summoning a gargantuan creature into a space too small for him. I had intended to block a passage by summoning a gargantuan creature but now I am not sure if I can. What do you say guys?

The Exchange

Great prestige class, very thememy in my opinion and has some interesting kit items.

I was wondering something. It has the ability;

Lockbreaker:
Starting at 2nd level, a liberator receives a competence bonus equal to half his class level on all Open Lock(disable device) checks. He also gains this bonus on all Escape Artist checks made to escape bindings, shackles,and other restraints.

However the stat block for the character has it listed he gains an ability of Lockbreaker +1/2/3/4/5 at levels 2/4/6/8/10 of the PrC.

I am wondering if this is simply a printing error and if so on which end. Should the Lockbreaker be a scaling ability or is the stat block referring to an earlier iteration of the ability. Has anyone heard anything about this ability, I scoured around a little bit but didn't find anything conclusive. Just wondering if someone else may have heard something from when it was original created.

The Exchange

This is going back a few months and this is after reading old threads for an hour or so looking for an answer.

Can we(I) get a definitive list of the Races or class combos that allow an earlier access into Eldritch Knight than Fight 1/Wizard 5. This is for PFS, as it looks though to me, it actually got reversed and now no races allow early access into EK, Mystic Theurge is still good to go for a number of classes but I am looking for help because by all means I may have missed something regarding the EK clarification.

Thanks guys

The Exchange

Alright so my group just finished book two and are now. . .

Spoiler:

Going to get on their way heading to turtleback ferry to investigate what they learned about Lucrecia from the crumpled up note in Xanesha's base.

I am wondering how other GM's handled the travel and what other groups did. I see it as really being two main options:

1) They can hard travel with horses across the plains and stopping at Galduria take a ferry across the lake and use the Sanos Forest trail or. . .

2) Take a Keelboat/ferry leaving from Magnimar and traveling up that winding river and all the way up to Turtleback ferry.

My concerns are, I mapped out the traveling in miles, going by horses across the plains it'll take about 12 days of travel but going by keelboat/ferry up the river from Magnimar it'll take about 42 days. How does this period of time affect the situation in Turtleback Ferry? If they choose to take the safer route and go by boat, how does 42 days of in-game time effect Lucrecia's plans?

If they do it in 12 days, will Lucrecia have even heard of her sister's death in that amount of time?

My players ousted Justice Ironbriar and revealed his corruption so I am sure word would travel that a cult of murders was headed by a Justice and that could tip Lucrecia off that Xanesha either failed or is dead but how much preparing would Lucrecia do to anticipate the adventurer's coming for her?

Sorry there is like 10 questions in there, just looking for feedback on how other GM's handled this transition.

The Exchange

1 person marked this as a favorite.

My group recently started Rise of the Runelords and I toyed around with turning it into a Mythic adventure.

spoiler:

We are just about to defeat Aldern in his manor and then moving onto Magnimar after that. I gave them their first mythic tier at the end of Burnt Offerings and so they are level 6 with 1 tier. Balancing the encounters has been easy enough, they are only 5 but I've been treating them like a six man party and using a lot of the suggestions here for handling six man parties.

What I am running into is how much should I "mythic" some of the enemies. Looking ahead I see the skinsaw cultists are Cleric 1/rogue 2, should I give them a Tier or Heirophant or Trickster. Xenesha has a rogue level 1, should I give her a trickster tier or give her a monster tier like Savage. My whole goal is make RotRL feel more mythic and more of a challenge to the players.

My goal is at the end they'll have 6 tiers and when they fight Karzoug he'll be Wiz 20/Archmage 8. I think it'll really kick the fight up another level and make for an interesting battle.

Basically I am just asking for some advice from people who are familiar with the adventure or have completed it of some good areas to really make mythic and rachet the fights up. That way I know to expect them and can begin working on them now.

The Exchange

The wording of the spell claims it keeps a weapon sheathed or slung to your body. I am just wondering if I can peacebond someone's arrows or bolts into their quiver.

The Exchange

I am wondering, and this could apply to a number of different situations, if a bard is connected to a number of people via telepathy can he chant/sing in his head and confer the bonuses of his song to his allies that way.

What do you guys think?

The Exchange

I couldn't find a ruling or if this had come up in a prior thread in the rules forums. I was wondering what the consensus was on this. The block for Efficient Quiver states that the smallest compartment: can contain up to 60 objects of the same general size and shape as an arrow. Could I store 60 scrolls in this slot, or a combination of scrolls and wands or would only wands fit in here?

I know there are two more compartments, one for 18 javelin like shapes and another for 6 bow like shapes, but my questions is wondering about the 60 objects slot.

I'd love to be able to carry around that many scrolls but I think the consensus will be wands for the first, scrolls for the second and scrolls again for the third.

What do you guys think?

The Exchange

Just wondering how that works, Say I'd like to charge Ghoul's touch, would I have to discharge it first or could I next turn charge a shocking grasp as well.

That way when I walk into combat I can discharge one, then next round discharge the other?

More thinking of how this could work with Vanish or invisibility. I'd like to have a sorcerer that charges two spells, vanish then wades into melee combat, discharges ghoul touch then wallops them with a shocking grasp.

Let me know, I couldn't find anything that said a character can't have more than spell charged but maybe I just didn't delve deep enough into the Rules forums.

The Exchange 3/5

I am really just looking to get everyone's, or at least a few opinions, on what their hardest scenario, not including modules, has been in their PFS career. Mine probably would have been the Blakros Matrimony, We had decided to play up and that was with the APL being rounded up. We were asking for a challenge and that is what we got.

I am just wondering what everyone's thoughts are on tough scenario's and why they may have been tough for you.

Blakros Matrimony was tough for my group because we had great composition but very much lacked in damage. Had 4 clerics all channeling positive energy, a wizard, paladin and an oracle. I'll admit myself being the Paladin and he is probably the only one in the group that is "optimized". Even then I try very hard to never steal the show or step on anyone's toes.

More to the point or back to it, I just want to hear what was everyone's toughest scenario and maybe a little bit about why it was tough.

The Exchange

So I am trying to determine the weapon hardness and hitpoints of an Adamantine Dwarven Boulder Helmet, the Dwarven Boulder Helmet is located in the Advanced Race Guide.

The way I see it is it will have 20 hardness for being adamantine and then 60 hit points because Adamantine quality has 40 hitpoints and then 1/3 more hit points for any armor or weapons made entirely out of metal.

Am I reading this correctly?

The Exchange

Its a weapon property that is listed in Ultimate Equipment however normal weapon properties are listed as costing +1 or +2 enhancement bonuses and what not which makes it obvious as to them enhancing the weapon however Impervious is listed as having a gold cost of +3000 gold.

tl;dr I am wondering does the Impervious weapon property count as a weapon enhancement or is merely strengthen the magic but doesn't add enhancement?